Raptor007 / aq2-tng

Action Quake 2: The Next Generation. Raptor007's sandbox for testing changes. When verified stable, this code is pushed to the official aq2-tng repo:
https://github.com/aq2-tng/aq2-tng/tree/bots
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JumpMod with spawnp/lca commands #53

Open Raptor007 opened 7 years ago

Raptor007 commented 7 years ago

Stric (@m4son) would like to be able to run a jumpmod server with the latest TNG features like sv_fps support. Some of this could be achieved with existing cvars like dmflags for fall damage, but commands like spawnp and lca don't exist in TNG, and some jumpmods have additional features like precord/pstop/psave/pplay to replay recent motion with a "puppet".

Could merge this as a start: https://github.com/Raptor007/aq2-tng/compare/master...jump Another jumpmod for reference: https://github.com/darkshade9/aq2-jmod

m4son commented 4 years ago

As a start You could merge jump branch to master, as you said. In addition, add spawnp and lca, commands from aq2-jmod. Should not be a lot of work for a master of your class , i guess? :| ;)

Raptor007 commented 4 years ago

@m4son I've merged jump into master (and bots) on my fork. It was a messier merge than expected, so I need to do more testing before I push it to aq2-tng.

Server cvar: jump 1 Client commands: jmod store jmod recall

Raptor007 commented 4 years ago

The lca command is kind of a problem; the other jmod turned it into a per-client variable, which would not be a good fit for TNG. But I may be able to get the same result using the uvTime variable that dm_shield uses for temporary respawn invulnerability.

Raptor007 commented 1 year ago

Finally got around to implementing jmod lca command: https://github.com/Raptor007/aq2-tng/commit/e815aa7778f514fa30e6aa1f05729ac430a85a14