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Re: Correct walk speed?
I don't know that from the top of my head.
I'll post the messages later today. |
Re: Correct walk speed?
Code:
void pfnSetClientMaxspeed(const edict_t *pEdict, float fNewMaxspeed) Although TOD is spamming the system continiosly with the pfnSetClientMaxspeed, DOD only sends it when the clients speed changes. In dod the speed also depends what gun and if the gun is deployed. In that case there are more speeds to recorded for each class and gun. crouching etc etc. ================= edit. I recorded only the main speeds like when a client crouches. It may varie a little but when the speed is below a certain level. The game dll knows it's slow enuf to stop footstep sounds. Or when the speed is low enuf the game knows it can't move because it is like zoomed or deployed. However im not sure fo CS code. (as i don't code for cs) |
Re: Correct walk speed?
There is a CVAR named cl_movespeedkey which influences the speed while you walk. It defaults to 0.520 which might be a faktor to the normal speed.
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Re: Correct walk speed?
@Stefan: never forget your bot is a SERVER-SIDE bot ! Hence you can completely drop off the hooking for Health, Battery, WeapPickup messages and such, because you have direct access to them whenever you want in pEdict->v.health, pEdict->v.armorvalue and pEdict->v.weapons respectively !
In CS 1.6, the max speed is available in pEdict->v.maxspeed In CS 1.5, the max speed was sent to the clients through a pfnSetClientMaxSpeed() call. Hence the fix is to always look in pEdict->v.maxspeed, and use pfnSetClientMaxSpeed() like this: Code:
void SetClientMaxspeed (const edict_t *pEdict, float fNewMaxspeed) |
Re: Correct walk speed?
omg. You are right. I always forget that when coding for CS 1.6. I got so used to hooking and such, i forgot its now the other way around. I checked my code and saw that i do not use direct accessing when running RB for CS 1.6. I will fix them immidiatly and then hope it works :) i'll let ya know.
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Re: Correct walk speed?
yeeeeeeeeeeeeeeeeeehaw, fixed! This is l33t. THanks guys!
ow, did i already mentioned it worked? :P ;) |
Re: Correct walk speed?
Quote:
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Re: Correct walk speed?
Good point indeed Whistler ! :)
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Re: Correct walk speed?
I've found this in Q1 engine code:
Code:
if (in_speed.state & 1) Code:
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"}; In CS the default value of cl_movespeedkey CVAR is usually 0.52, but the plain HL is 0.3. For each MOD you can type "cl_movespeedkey" in the console and you'll get the value. Note you can't use CVAR_GET_FLOAT("cl_movespeedkey") in the bot code because this CVAR is client-side. |
Re: Correct walk speed?
aha, so that would mean:
Code:
if (pEdict->v.button & IN_RUN) *edit* I'm dumb as f*ck sometimes, I didn't read Whistler's post until the end. DOH! Okay so that would need a #define for each MOD the bot supports, or perhaps a bot config file setting then. Gwaaah. |
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