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c0mputer-fr0d

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Posts posted by c0mputer-fr0d

  1. I will tell springheel or someone to move this but I would like to post one more thing before it gets moved.

     

    http://postimg.org/image/tcb4a1gnp/

     

    I made an auto use feature but I haven't recompiled the game yet so I don't know if it works.

    I don't know how to branch on svn yet I always have issues with version control systems, but I will find out how right now.

    If anyone could help me with this , this will be my first real contribution to you guys and it's a very handy game mechanic to have.

     

    I just added a new Cvar to the SysCvars called "tdm_item_auto_use" , and then in the item selection I just put

    an if

    if (cvarSystem->GetCVarBool("tdm_item_auto_use"))
    		{
    			curItemEnt->Activate(this);
    		}
    
    if this isn't the right way to do this let me know , or if I missed a step.
  2. I would like something very simple even I could program it in and that is, auto use mode for items so that when you press an item's hotkey it automatically uses it instead of just selecting it. I'll work on learning how to do it this afternoon then make a video about it. It should be very simple but it's hard learning where the code is that I need to find , so far I've found this function OnInventorySelectionChanged(const CInventoryItemPtr&) now I need to figure out how to use the item from the CInventoryItemPtr. If any smart people could help me I would I'd really appreciate it.

     

     

    UPDATE: I figured it out, I just have to do something like this

     

     
    void idPlayer::OnInventorySelectionChanged(const CInventoryItemPtr& prevItem)
    {
       const CInventoryItemPtr& curItem = cursor->GetCurrentItem(); 
       if (curItem != NULL && prevItem != curItem)
           {
             idEntity* curItemEnt = curItem->GetItemEntity();
            if(globalVars->autoUse) // if auto use is on
             {
              curItemEnt->Activate(this);
    
             }
            }
    }
    
    
    obviously there's a bit more to it like making a new setting variable (I still don't know what object you guys store the settings variables in), and I won't format it like shite like that.
  3. I was thinking if I had the doom 3 gui script for the multiplayer menu in doom 3 I could trace things a little easier.

    I'd like to be able see what happens right when a user in a doom 3 lobby starts the mp game and everything after that so I can get how the program is flowing.

  4. making a chart of the program flow when a multiplayer game gets started, I wish I could get my hands on the original doom 3 scripts to help me trace program flow when a user starts a mp game. I'm making pretty big bounds in my understanding though.

  5. I actually have started to put all the netcode from the two games (it's spread across so many files) in separate folders so I can see what has been stripped out and what data needs to be sent in tdm that didn't exist in doom , like light gem values and loot . What I wish I could figure out right now is just how to send player entity updates between two people, this is like my biggest goal right now. What you guys are saying is very true, last time I tried to work on this I had unrealistic goals and didn't get anything done. What you guys have proposed sounds much better.

  6. here is the result of the first pieces of code I wrote for tdm. I know this is very simple for you guys but it took me a few days to figure this out lol. It was a good way for me to start understanding the scripting language and the way you guys have the scripts laid out.

    I haven't got the hover action or click action working yet, not sure why.

    post-32936-0-91443700-1435310511_thumb.jpg

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