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m1dy: 2009-07-16 12:53:52 am
People have said that there isn't a cvar to turn this off, is this true?

If so, is there any way I can mod my JoeQuake to turn it off permanently? It's a huge annoyance seeing as I play with viewmodels off and it can be turned off in other games.

EDIT: Also, is there any way to turn off the music and ambient sounds without turning off important things such as monster/player/item pickup sounds?
Thread title:  
sda loyalist
Code:
void() weapon_touch =
{
...
	if (!deathmatch)	self.weapon = new;
	else			Deathmatch_Weapon (old, new);
}


Nope. Like I said, it's built into the 'game mod' code, so if you're using QdQstats you can't change it. It would be pretty trivial to add some kind of 'autoweapon-change inhibitor' to QdQstats though. I'll think about it when I have slightly less on my plate.
If you consider doing it, making it toggleable would make everyone happy. :3

How about my sound issue? Any cvars for that? I wish I had a list of cvars rather than asking every time. Google fails.
sda loyalist
s_ambientlevel affects ambient volume, bgmvolume should affect music

Attached is a list of all the cvars in joequake. Some of their meanings will be more obscure than others.
Attachment:
Hey Ho Let's Go
Typing "cd off" in the console or putting it in your autoexec.cfg should do the job.
you can script it so you won't use the weapon you just picked up.
now, I can't remember exactly how to script stuff but lets see:

alias +rl "impulse 7;+attack"

alias -rl "-attack;impulse 2"

bind mouse1 "+rl"

using rl as an example, and assuming you have fire on mouse1 - now everytime you press mouse 1 you fire and then it switches back to shotgun. keep mouse1 pressed and it keeps on firing rockets.

and then you'd have to use buttons to reassigning mouse1 for the different buttons.

i.e
alias +gl "impulse 6;+attack"
alias -gl "-attack;impulse 2"
bind u "bind mouse1 +gl"

the problems with these scripts is that I'm not so sure what happens if you have no rl. what does it fire then? might be the cause of some unexpected problems, trying to fire lg - running out of cells and shooting a rocket at a close up enemy, killing yourself. might not be the case though.
you could script those away to, by having a sequence of impulse changes (impulse 3;impulse 5;impulse 8 - which would pick lg if you have it, sng if not, and finally double sg if you have neither lg or sng), but the more of those you stack on top of each other, the crappier the behaviour. I remember having issues with it years ago though, and stuck to the tried and true - just using your fingers Tongue

give it a shot though - but keep in mind I might have gotten the scripts wrong though
Invisible avatar
Quote from lolfu_:
the problems with these scripts is that I'm not so sure what happens if you have no rl. what does it fire then? might be the cause of some unexpected problems, trying to fire lg - running out of cells and shooting a rocket at a close up enemy, killing yourself. might not be the case though.
you could script those away to, by having a sequence of impulse changes (impulse 3;impulse 5;impulse 8 - which would pick lg if you have it, sng if not, and finally double sg if you have neither lg or sng), but the more of those you stack on top of each other, the crappier the behaviour. I remember having issues with it years ago though, and stuck to the tried and true - just using your fingers Tongue

First off, you would need to insert "wait;" in between different impulses. Also, if the weapon you want to change to wasn't picked up you would start firing your current weapon.
Hey Ho Let's Go
Or you can do like this:

Quote:
bind ALT "alias primary impulse 8"
bind e "alias primary impulse 5"
bind 4 "alias primary impulse 4"
bind 3 "alias primary impulse 3"
bind r "alias primary impulse 2"
bind f "alias primary impulse 1"
bind MOUSE1 "+primary"
bind MOUSE2 "+rockets"
bind MOUSE3 "+grenades"

alias primary "impulse 2"
alias +primary "primary;wait;+attack"
alias -primary "-attack"
alias +grenades "impulse 6;wait;+attack"
alias -grenades "-attack"
alias +rockets "impulse 7;wait;+attack"
alias -rockets "-attack"


This will enable you to select a weapon, but it won't be activated before you hit the fire button.

Mouse1 = attack/fire (axe, shotgun, double shotgun, nailgun, super nailgun, lightning gun)
Mouse2 = rocket launcher
Mouse3 = grenade launcher

ALT = lightning gun
e = super nailgun
4 = nailgun
3 = double shotgun
r = shotgun
f = axe
Quote from lag:
s_ambientlevel affects ambient volume, bgmvolume should affect music

Attached is a list of all the cvars in joequake. Some of their meanings will be more obscure than others.


Thanks so much. Smiley
Quote from dex:
First off, you would need to insert "wait;" in between different impulses. Also, if the weapon you want to change to wasn't picked up you would start firing your current weapon.


wait is not always necessary though, just when you start stacking commands after each other. you could do "impulse 7;impulse 5" without a problem, but if you use more you'd need to add a wait. if I'm not completely senile, that is.

as for the current weapon...if you use my version of the script it would always be shotgun, so I guess that is fine.
but you should use stubbys version instead, it's basically the same idea but much nicer done.

also, all qw clients are much nicer here. you can simply do "impulse 7 5 3 4" and it would pick the first one in that sequence you actually have.
It'd be nice to have in joequake as well...(hint)
sda loyalist
I think "impulse 7; impulse 5" in joequake just gets you "impulse 5" because the game only reads one impulse a frame. I know I've had to sprinkle waits all over my scripts before. But yes, Stubgaard's script is neat and you should use it if you don't like the autoswitching. Bear in mind you will no longer have to let go of the fire button and press it again if you're firing a nailgun/thunderbolt to change weapon (I think?), which might be jarring at first.
Invisible avatar
Impulses need waits between (unless *I'm* completely senile ;)).
Mumma
Quote from lolfu_:
also, all qw clients are much nicer here. you can simply do "impulse 7 5 3 4" and it would pick the first one in that sequence you actually have.
It'd be nice to have in joequake as well...(hint)


bestweapon 5 4 3 2 1

That's available in joequake.