Ken, can you post the spin alias? Is it a 360 degree turn executed
immediately? or over a controlled amount of time? If so, how did you do it?
Just curious, thanks!...
Smiles,
Cara
At 03:58 AM 12/11/2006 -0500, you wrote:
OK, the key changer alias is very simple. I'm actually amazed that no one
has thought of it before--even sighted players...
First, you create an alias called +keychanger. Notice the plus sign in
front of the alias name. This means that while you hold the corresponding
key down, the alias is active.
Next, you want to create a list of new keystrokes and what they should do.
Separate these by semicolons. You can have as many keys listed as you want.
Next, bind the keychanger alias to the shift or alt key.
You will also want the shift key to be bound to the run function if you
want it to give you increased speed, or you can simply adjust your maximum
speed so that you're always running.
Here is my key changer alias. Note that normally, when you press the left
and right arrow keys, they turn you at 22.5 degrees. The arrows turn you
at 90 degrees if you first hold down the shift key. You also must create
an alias called -keychanger (with a dash in front of the name this time,)
and bind the keys to their original commands.
Here is mine.
alias "+KeyChanger" "bind ctrl +spin;bind LEFTARROW left90;bind RIGHTARROW
right90"
alias "-KeyChanger" "bind ctrl +attack;bind LEFTARROW +Left;wait;bind
RIGHTARROW +right"
bind shift +KeyChanger
By the way, the spin command spins you in circles while firing the
nailgun--useful when grenades are flying but you can't tell where from.
Ken Downey
President
DreamTechInteractive!
And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
----- Original Message ----- From: "Guitar Babe" <[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list"
<[email protected]>
Sent: Saturday, December 09, 2006 7:51 AM
Subject: Map editing -was- Re: [AGRIP-discuss] binding the num pad keys
Hi Ken et al'
Ken can you send along that info again? Thanks so much.
Now, as for my earlier post on map editing, I've uploaded a utility to
decompile a Quake 1 2 or 3 bsp into a .map file.
What this means is that you can now create a text file of a map's
structures (I.E. walls and such) and entities which you can then edit /
compile into a Quake map. So, in other words, this is a first very
simple step in creating one's own maps, either from scratch or based off
of others.
For those interested, there are two files at:
http://tbrn.net/modgirl
-that you may want to download. The first is Qmapspec.zip which is an
html file which goes over all of the map specs which go into a Quake
map. and the second file is WinBspC.exe which is the file which can
convert the bsp file into a .map file.
At this point, I haven't worked with creating the .bsp file from the
map file, but I'll let you know when I do. I'll also see which compiler
/ creation tool might be the easiest.
Please be aware, that some map authors DO NOT want their maps
decompiled, so please please please don't use this utility to go against
their wishes. Thanks so much...
Now, as for a map editor, I have some ideas that I'd like to throw out
here as I'd love some feedback on them.
First, I'm thinking that a simple editor might actually be able to be
coded from within Quake C, with only a small bit of coding from within
the pearl of the AQ mod and the C of the zQuake engine itself. In other
words, one could create a map from within the game as it were, and place
walls and objects and such relative to their position as they moved,
much like the position mod does now. The output could (rather than be
written to the console) be written to another file which could become a
.map file and then be converted into a bsp file.
Second, one way of doing this, could be to allow for the creation of
predefined sections of hallway as it were, as the player moves in three
dimensions. In other words, one could set a certain amount of height,
(let's say 100 units) which would then be used for each face of the
hallway. I.E. the floor would be 100 units wide and long, the walls
would both be 100 units high and long, and the ceiling would also then
be 100 units wide and long. This would be placed around the player, and
then as they move ahead, another 100 unit section of hallway could be
placed to join the last one, and so on until the player has created a hallway.
In order to create a large room, then, the player could simply adjust
the amount of units to work with, to say, 500 and then you'd instantly
have a room at the end of your hallway. Of course, the program itself
would be responsible for joining the edges of the walls and such, but
that's easily done providing the math is relatively easy, which it would
be, as it would be managed by the code itself. Does this make sense?
One could then rather easily have a number of other predefined options
in place as well, to choose from, such as terminating the hallway with a
plain wall, a wall with a door in it, just a door, or nothing at all, as
in the above, where they'd go on to add more hallway or a room or such.
For a starting point, there could be a simple large non descript map
template of sorts to begin with and the player could go from there.
What do people think of this idea?
I don't think this would really be all that difficult to code,
however, I myself, don't have the knowledge of the engine to do this at
present, and also don't know exactly how the info that is spoken from
the console is output, so I'd need to know more about this first, before
I could think of starting to code this. :) I'm wondering if anyone
might want to help out with this sort of thing?...
I'm assuming this will take some knowledge of C / QC / pearl to
accomplish, with the way AQ is coded now. I think it makes sense to use
the game's own interface to work with this, don't you?
Anyway, any thoughts anyone might have on this would definitely be
appreciated. Thanks so much for reading, and have a great weekend!!!...
Smiles,
Cara
At 04:26 AM 12/9/2006 -0500, you wrote:
I looked for this extensively, and have never found mention of binding
numpad keys. See my earlier posts about the keychanger function I
developed though and you won't need those extra keys--the shift key
changes the function of every other key you want it too. If you haven't
read or can't find that post, let me know and I'll post it again.
Ken Downey
President
DreamTechInteractive!
And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
----- Original Message ----- From: "Mark BurningHawk"
<[EMAIL PROTECTED]>
To: "Matthew Tylee Atkinson"
<[EMAIL PROTECTED]>; "AGRIP User and
Developer discussion list" <[email protected]>
Sent: Friday, December 08, 2006 3:08 PM
Subject: [AGRIP-discuss] binding the num pad keys
Can someone PLEASE tell me if there's a way to bind the number keys on
the right side of the desktop keyboard to Quake functions, such as
turning and so on? If it's not possible, someone who knows can tell me
this and I'll finally shut up about it. *grin*
Thanks
----- Original Message ----- From: "Matthew Tylee Atkinson"
<[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list"
<[email protected]>
Sent: Friday, December 08, 2006 12:02 PM
Subject: Re: [AGRIP-discuss] map editing
I find what you've achieved so far with QuArK to be fantastic! I am
still working to open the project up as much as I can in it's current
state so that people can make their own builds of it, but I have had
plans for some time to make an accessible map editor. This ties in with
the rest of my research, so should happen in the next year or two.
best regards,
--
Matthew Tylee Atkinson <[EMAIL PROTECTED]>
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