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Thread: Changing weapon reload time

  1. #11
    Member dru1d is on a distinguished road
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    Quote Originally Posted by Kyto View Post
    you can find them all if you type pmove_ and then press tab in console
    n1! I never knew about that little trick, thanks!

  2. #12
    Senior Member g0vn0r is on a distinguished road
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    Quote Originally Posted by Dru1d View Post
    1) Item height - Is it possible to raise the height of all items or can this only be done when making the map? Im always jumping over the armours and megahealths
    No, it's part of the map design. No way to change this, afaik

    Quote Originally Posted by Dru1d View Post
    3) step height
    pmove_StepHeight

    Quote Originally Posted by Dru1d View Post
    4) self damage
    Detailed HERE

    Quote Originally Posted by crucci View Post
    I believe there's a difference between server side cvars and and cheat protected cvars... Though they're not necessarily mutually exclusive. Weapon reload time is probably a server-side cvar that can only be set by ID.
    There's a bunch of cvars which exist only in practice mode (server==localhost) and which are not exposed in online servers. In other words, in a DevPick game it's not possible to know which of these server-side cvars have been altered.

    Yet, it's possible to have fun tweaking these cvars in a practice session, for the purpose of some DevPick@home

    Here's a near-complete list of them, along with their default values:
    Code:
    g_forceDmgThroughSurface "0"
    g_dmgThroughSurfaceAngularThreshold "0.5f"
    g_dmgThroughSurfaceDampening "0.5f"
    g_dmgThroughSurfaceDistance "-32.0f"
    
    g_knockback "1000"
    g_knockback_cripple "0"
    g_max_knockback "120"
    
    g_quadDamageFactor "3"
    
    g_spawnArmor "0"
    g_spawnArmorDmgScale "0.5"
    
    g_spawnItemAmmo "1"
    g_spawnItemArmor "1"
    g_spawnItemHealth "1"
    g_spawnItemHoldable "1"
    g_spawnItemPowerup "1"
    g_spawnItemRune "1"
    g_spawnItemWeapons "1"
    
    // respawns
    g_spawnMinDistance "64"
    g_spawnRandomRatio "0.4"
    
    // gauntlet
    g_damage_g "50"
    g_knockback_g "1"
    weapon_reload_gauntlet "400"
    
    // machine gun
    g_startingammo_mg "100"
    g_damage_mg "5"
    g_knockback_mg "1"
    weapon_reload_mg "100"
    
    // shotgun
    g_damage_sg "9"
    g_damage_sg_outer "4"
    g_knockback_sg "1"
    weapon_reload_sg "1000"
    
    // grenade launcher
    g_velocity_gl "700"
    g_damage_gl "100"
    g_splashdamage_gl "100"
    g_splashradius_gl "150"
    g_knockback_gl "1.10"
    weapon_reload_gl "800"
    
    // rocket launcher
    g_velocity_rl "1000"
    g_accelFactor_rl "1"
    g_accelRate_rl "16"
    g_damage_rl "100"
    g_splashdamage_rl "84"
    g_splashradius_rl "120"
    g_rocketsplashOffset "-10.0"
    g_knockback_rl "0.90"
    g_knockback_rl_self "1.10"
    weapon_reload_rl "800"
    
    // lightning gun
    g_damage_lg "7"
    g_damage_lg_falloff "1"
    g_range_lg_falloff "768"
    g_knockback_lg "1.50"
    weapon_reload_lg "50"
    
    // rail gun 
    g_damage_rg "80"
    g_knockback_rg "0.85"
    weapon_reload_rg "1500"
    
    // plasma gun
    g_velocity_pg "2000"
    g_accelFactor_pg "1"
    g_accelRate_pg "16"
    g_damage_pg "20"
    g_splashdamage_pg "15"
    g_splashradius_pg "20"
    g_knockback_pg "1.10"
    g_knockback_pg_self "1.30"
    weapon_reload_pg "100"
    
    // BFG
    g_velocity_bfg "1800"
    g_accelFactor_bfg "1"
    g_accelRate_bfg "16"
    g_damage_bfg "100"
    g_splashdamage_bfg "100"
    g_splashradius_bfg "80"
    g_knockback_bfg "1"
    weapon_reload_bfg "300"
    
    // chaingun
    g_damage_cg "8"
    g_knockback_cg "1"
    weapon_reload_cg "50"
    
    // nailgun
    g_nailbounce "1"
    g_nailbouncepercentage "65"
    g_nailcount "10"
    g_nailspeed "1000"
    g_nailspread "400"
    g_damage_ng "12"
    g_knockback_ng "1"
    weapon_reload_ng "1000"
    
    // proxy launcher
    g_damage_pl "0"
    g_splashdamage_pl "100"
    g_splashradius_pl "150"
    g_knockback_pl "1"
    weapon_reload_prox "800"
    g_proxMineTimeout "20000"
    
    g_splashdamageOffset "0.05"
    
    // Boba Fett's
    g_flightThrust "1200"
    g_maxFlightFuel "16000"
    
    // physics
    g_speed "320"
    g_gravity "800"
    pmove_AirAccel "1.0"
    pmove_AirSteps "1"
    pmove_JumpTimeDeltaMin "100.0"
    pmove_JumpVelocity "275"
    pmove_JumpVelocityScaleAdd "0.4"
    pmove_JumpVelocityTimeThreshold "500.0"
    pmove_RampJump "0"
    pmove_RampJumpScale "1.0"
    pmove_StepJump "1"
    pmove_StepHeight "22.0"
    pmove_WalkAccel "10.0"
    pmove_WalkFriction "6.0"
    pmove_WeaponDropTime "200"
    pmove_WeaponRaiseTime "200"
    Fortunately, most of the cvar names are self explanatory. These let you tweak weapons balance (knockback, per-weapon ballistics, etc...) as well as physics. Notice how much tweakable the splashy weapons are...
    For some of these cvars, for example g_spawnItem*, changing the value needs a map_restart to take effect.

    My advice is to try values one cvar at a time. Also, remember to use reset the_tweaked_cvar before ending the practice session, otherwise the change(s) you made will be persistent and this is probably not what you want in subsequent practice sessions.

    Enjoy.
    Last edited by g0vn0r; 12-05-2010 at 06:13 AM.

  3. #13
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Quote Originally Posted by g0vn0r View Post
    No, it's part of the map design. No way to change this, afaik
    Where the floor is that the item sits on is part of the map design, how high above an item your player can be for it to register that you've picked it up is hard coded into the game client. They could make it a server-side variable if they had any reason to. But syncerror has tried changing this and didn't like the results at all so they won't.

    Quote Originally Posted by crucci View Post
    I believe there's a difference between server side cvars and and cheat protected cvars... Though they're not necessarily mutually exclusive. Weapon reload time is probably a server-side cvar that can only be set by ID.
    Correct, it is impossible for a user to change a server variable without the rcon password and rcon commands, so many of them are not cheat protected, as you can only run your own server in practice mode.

    Most (if not all) cheat protected cvars are client side options, they can't allow you to mess with when you are playing online.

    Quote Originally Posted by Kyto View Post
    pmove_WeaponRaiseTime
    pmove_WeaponDropTime

    They aren't cheat protected.
    Because they're server side options.
    Last edited by Yakumo; 12-05-2010 at 06:48 AM.

  4. #14
    Senior Member g0vn0r is on a distinguished road
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    Quote Originally Posted by Yakumo View Post
    Where the floor is that the item sits on is part of the map design, how high above an item your player can be for it to register that you've picked it up is hard coded into the game client. They could make it a server-side variable if they had any reason to. But syncerror has tried changing this and didn't like the results at all so they won't.
    Yes, not to mention that an item can be reached from below (high floating mega...) so they could have defined sort of a cg_grabItemRadius cvar to handle all cases. Still, this would be an unnecessary refinement imho, better leave this hard-coded.

    Quote Originally Posted by Yakumo View Post
    Correct, it is impossible for a user to change a server variable without the rcon password and rcon commands, so many of them are not cheat protected, as you can only run your own server in practice mode.
    Yes, but they could have defined these cvars with flags S,R so as to keep them safe and at the same time allowing clients to peek them, as far as I understand cvars.

    Also, g_headShot* cvars appeared by the time they published the "pumpkin head" Halloween DevPick, this is not a random move.

    One could speculate that they're planning to allow some of these numerous cvars to be part of private servers setup, progressively. May be CPMA-like physics some day?

  5. #15
    Member feaz is an unknown quantity at this point
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    I fine this a good idea for helping quake live think of new devpicks or for experimental purposes.

    Maybe even creating a new mod for Q3 :O?

    Anyway i support this idea i mean i don't see any harm because server-side options would automatically kick in upon joining a server.
    You never know when you're gunna go so fight it out and frag some *****es.

    Sorry sir, you can't play here
    WHY NOT?!
    Because this is a public area please leave
    **** YOU *GLOCK*

  6. #16
    Senior Member 3Nex is on a distinguished road 3Nex's Avatar
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    how do you even play quake offline? o.O
    Why are there no videos of John Carmack playing Quake?

  7. #17
    Senior Member crucci is on a distinguished road
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    Quote Originally Posted by 3Nex View Post
    how do you even play quake offline? o.O
    Really? ...

  8. #18
    Senior Member motion_snk is on a distinguished road motion_snk's Avatar
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    is there any way to give infinite health to a bot? please.
    OR to give him god mode which would be better.
    Last edited by motion_snk; 12-12-2010 at 03:55 PM.

  9. #19
    Senior Member Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa is a jewel in the rough Lorfa's Avatar
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    Quote Originally Posted by s0ng View Post
    is there any way to give infinite health to a bot? please.
    OR to give him god mode which would be better.
    You can do \handicap 1 (maybe 0 works, not sure) and your shots will have almost no effect.

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