Zack, glad you're digging on it!!! <smile> an impulse is really just a fancy word for a generic internal game command, and is essentially what happens when you press most of your keys to control your player in the game... In other words, Quake itself was not only designed to have special commands that you can type into the console during the game which are regular words. It's also designed to be expandable so several of the commands, rather than having words associated with them, have impulses. This is mainly used with the game code itself internally, but now that modding this game has become so popular, you can find impulses used all over the place. I.E. If a mod has a command to make a player fly, which wasn't already built into Quake itself when it was written, the author of the mod might make that possible by defining an impulse command and letting the player know it's number and what it does...
So in the case of flying for example, if I were to add another impulse command to the Jedi Quake mod to allow the player to fly, I might define it as let's say, impulse 49... >So now, in the docs, I'd let you, the player know that impulse 49 allows >you to fly... So when you're playing the game, you'd open the console, type in impulse 49, and then press enter. You'd then be flying in the game... Or you could bind this impulse to a key on your keyboard to eliminate all the extra steps with the console so you could activate it much faster in a game situation as you do with the rest of the defined keys on your keyboard.... Either way, impulse 49 would be sent to the game and it would act accordingly.... Does this make sense?... They are generic definable commands that a developer can link to game code for players to use... I could just as easily make that impulse number be 48 rather than 49 and it would work exactly the same way. You'd open the console, and type in impulse 48, press enter, and you'd be flying away... So in that case, 49 would be undefined and the game would simply not do anything if you were to type that in, because I the developer, didn't link it to any code... Does that make sense?... HTH, and please let me know if I missed anything and I'd be happy to send along another note... Have a great evening and enjoy the game!... Smiles, Cara :) >Hiya, > I've managed to download the Jedi Quake mod along with the Audio > Quake engine itself. I've read through the key list and documentation, > and believe I have a grasp of most of the essentials. > However, I am a little confused: what is an 'impulse', exactly? How > do I use them, if they're not part of the standard keyboard commands? > I'm brand spanking new to both Audio Quake and Jedi Quake, > really. Trying to figure it out. The game sounds great, but I just have > trouble with navigation and watnot. Some of the sounds are a bit strange. >Any advice here? Is there a learn sounds function? >Thanks muchly, and congratulations on such a great and free! bit of >deathmatch fun. >All the best, and hope to hear back soon, >Zack. >_______________________________________________ >Gamers mailing list .. [email protected] >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.5.446 / Virus Database: 269.10.8/904 - Release Date: 7/16/2007 >5:42 PM --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 269.10.8/904 - Release Date: 7/16/2007 5:42 PM _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
