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Author Topic:   Ammo Problems
Mr. Duplicity
Soldier

Posts: 51
Registered: Mar 2000

posted 04-24-2000 07:02 PM     Click Here to See the Profile for Mr. Duplicity   Click Here to Email Mr. Duplicity     Edit/Delete Message Reply w/Quote   
Hey, I wanted to make the Machinegun have unlimited ammo (that's easy, I got that fine).

But since I no longer have any need for bullet ammo, I just commented it out of the game, and now all of the sudden rocket ammo is lightning gun ammo, slugs are rockets, and everythings all fucked up. The only that ISN'T screwed up is the stuff above what I commented out. So I'm guessing somewhere the game expects some kind of number to bullet ammo, and now that its gone, the one after bullet ammo is used. Anyone know how to fix this problem?

Mr. Duplicity
Soldier

Posts: 51
Registered: Mar 2000

posted 04-24-2000 07:28 PM     Click Here to See the Profile for Mr. Duplicity   Click Here to Email Mr. Duplicity     Edit/Delete Message Reply w/Quote   
Also, I wanted to have the the 3-D ammo box that appears in the status bar to be removed....I did it before but I can't exactly remember how I do it now. Can anyone help me here?
Wang
Soldier

Posts: 55
Registered: Jan 2000

posted 04-25-2000 04:56 AM     Click Here to See the Profile for Wang   Click Here to Email Wang     Edit/Delete Message Reply w/Quote   
You have to ensure that bg_itemlist in bg_misc.c and inv.h are in line since inv.h contains pointers to the items in the itemlist.
Lancer
Grunt

Posts: 27
Registered: Mar 2000

posted 04-25-2000 06:19 AM     Click Here to See the Profile for Lancer     Edit/Delete Message Reply w/Quote   
My suggestion would be to leave the ammo in the game, but prevent it from spawning into the world. That's the easier way around it without having to eliminate all other instances of ammo from existence.

------------------
Lancer

Zorten
Soldier

Posts: 58
Registered: Mar 2000

posted 04-25-2000 10:58 AM     Click Here to See the Profile for Zorten   Click Here to Email Zorten     Edit/Delete Message Reply w/Quote   
I'm at school right now but when I get home I'll look at my code. I coded one of the ammo boxes out once in some spawn function and left all others. I'll look it up when I get home.

As for ammo counter on the side, I have no idea where to start. I'm a little new and have not read through all teh source code yet.

Zorten
Soldier

Posts: 58
Registered: Mar 2000

posted 04-25-2000 05:44 PM     Click Here to See the Profile for Zorten   Click Here to Email Zorten     Edit/Delete Message Reply w/Quote   
To get rid of the ammo boxes I did this.
In the G_CallSpawn function in g_spawn.c
Under:

code:
	if ( !ent->classname ) {
G_Printf ("G_CallSpawn: NULL classname\n");
return qfalse;
}


//Add:
code:
	if(Q_stricmp(ent->classname, "ammo_bullets") == 0)
{
strcpy(ent->classname, "item_armor_shard");
}


This now places armor shards every where the mg bullets cases where.

------------------
Been fraged, fraged that.

[This message has been edited by Zorten (edited 04-25-2000).]

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