1.1.64 beta release

Official Banimod announcements here...

Moderators: Forum moderators, developers

User avatar
SwERvE
Posts: 451
Joined: Tue Nov 12, 2002 11:38 pm
Location: my body is in Arizona but my mind has lost itself
Contact:

Post by SwERvE »

duke'ku wrote:No, that's for the distance in quakeunits people can set spawnpoints from an objective. 0 means they would be able to drop spawnpoints on the docs in the war room on beach. ;) Default is 1000...
no no no... thats not what I'm talking about. I know the difference. It is a cvar command built into the quake3 engine. It is in all q3 engine games. I'll try to find it. When and if I do, I will post it here.
sneaky1
Posts: 249
Joined: Wed Oct 16, 2002 6:05 pm
Contact:

Post by sneaky1 »

so whats the distance between 1 and 2 in quakeunits?
Success is only gained through failure.
Come check out the new bani league at:
http://www.bani-league.com
User avatar
gotenks
Posts: 3465
Joined: Fri Nov 15, 2002 4:12 pm
Location: out of my mind
Contact:

Post by gotenks »

sneaky1 wrote:so whats the distance between 1 and 2 in quakeunits?
I KNOW I KNOW... 1 quake unit lol...
i think if you hold down on caps and walk one step i think that's one quake unit, i may be wrong however
My Website
Image
After a night of binge drinking:
=FF=im2good4u wrote:WTF wanst i on top ?
sneaky1
Posts: 249
Joined: Wed Oct 16, 2002 6:05 pm
Contact:

Post by sneaky1 »

Hmm.. That would be a simple way of doing it I guess. Here's another question. How do you make a certain area off limits to CO spawn points? I know that Bani has made a cvar for it but how do you implement it?
Success is only gained through failure.
Come check out the new bani league at:
http://www.bani-league.com
duke'ku
Posts: 1053
Joined: Sun Nov 03, 2002 1:42 pm
Location: portland, oregon
Contact:

Post by duke'ku »

Quakeunits are used in mapping... GtkRadiant shows a grid, each square on the grid is a certain number of quakeunits (increasing exponentially as you zoom out, 1x1,2x2,4x4,8x8,16x16,32x32, etc)
User avatar
WeblionX
Posts: 762
Joined: Sun Sep 08, 2002 1:03 pm
Contact:

Post by WeblionX »

You'll have to check back through the news threads, but it has to do with the distance from objectives. For certain locations its "g_spawnpointnotok" and "g_spawnpointok". Just look at the first page of this very thread. Gee.
Got any old idtech3 tutorials you made or saved? Send them my way.
sneaky1
Posts: 249
Joined: Wed Oct 16, 2002 6:05 pm
Contact:

Re: 1.1.64 beta release

Post by sneaky1 »

[quote="bani"]Spawnpoint limiting
g_spawnpointok (default "") comma-separated list of map locations which are explicitly ok to deploy spawnpoints
g_spawnpointnotok (default "") comma-separated list of map locations which are explicitly off-limits to deploy spawnpoints

Right.. I got all that but what do you type specifically to say what area's are off limits to laying spawn points (e.g. parents bedroom)? I've played on a kungfugrip map where you can set spawn points on one side of a box in the hallway but not the other.
Success is only gained through failure.
Come check out the new bani league at:
http://www.bani-league.com
duke'ku
Posts: 1053
Joined: Sun Nov 03, 2002 1:42 pm
Location: portland, oregon
Contact:

Post by duke'ku »

g_spawnpointok "parent's bedroom, other name, other name, etc"
sneaky1
Posts: 249
Joined: Wed Oct 16, 2002 6:05 pm
Contact:

Post by sneaky1 »

thanks.
Success is only gained through failure.
Come check out the new bani league at:
http://www.bani-league.com
Locked