For instance, my flash quake engine is a whopping 3 classes (on top of hundreds).
![warsow weapons quake 3 warsow weapons quake 3](https://media.moddb.com/images/mods/1/27/26790/sample-rl.jpg)
![warsow weapons quake 3 warsow weapons quake 3](https://media.moddb.com/images/mods/1/12/11664/quake3_2011-09-27_22-05-04-39.jpg)
Wouldn't it be really easy if the only scripts to modify are the ones you put on top of a fully functional engine API. I hope I can find support here in this thread (or forum at least) to solve some more exact problems on my way But Unreal, darkplaces or ioquake3 might work in that direction - I just need to find/understand which one is the closest for that I already tried to make small games in Unity, but the "edit weapon/AI damage, logic" is not possible out of *.resource packs.
Warsow weapons quake 3 how to#
Maybe you are right, I might rushing things up I should implement simple things from my criteria, and then decide how to move and in which direction. You gota start by just mucking around, forum lurking, example-picking, and making friends. I know this isn't the sexy answer you were hoping for, but trust me on this. make each micro-game somehow feature just one or two of the things you want to tackle in your dream-project. My advice is this: Use a modern toolset like Unity or Unreal, but start by making something smaller, like micro-games. You don't step foot into a kitchen and make Coq au vin for your first meal. I have the impression you might be getting ahead of yourself. What you can suggest for that case, so it will be minimal effort in time spent and ease of coding? If there is some advice, please share your opinion. Also I was trying to make it with QVM & lua but stuck. There was a way to somehow to make call from QVM or build. It's hard to decide which engine suits the best for those criteria. Possible options: ioquake3(Open Arena), Darkplaces(Xonotic), Alien Arena(IdTech2/CRX game engine), Doom3(IdTech4), Warsow(Qfusion). All monsters will be "arena player models" as well with same animation cycles (md3 /& iqm model formats).Īll Weapons code* should be in one place, so if necessary it will be easy to add, remove or edit weapon's animation, logic, hud attachment, model e.t.c. In particular the behavior of all monsters on maps (with support of quake1,2) should be made by Arena bot/AI system (smart monsters). It would be great to edit bot's logic without working hard on it. * Playing with Bots in Singleplayer & Multiplayer.
Warsow weapons quake 3 full#
* Full quake 3 maps support for bots, & if possible quake 1,2.
Warsow weapons quake 3 code#
* Scripts\С code responsible for entity behavior as weapons\AI\maps out of compiled/packed part of game as *easy editable files. There are some project criteria, and I would like to get some advice about it from technical perspective. So while the exercise ratio is important for calculating ratios such as delta, sensitivity, breakeven price at expiry etc., it should not be a major factor in the decision making process for most warrant investors who are choosing a warrant.I have a desire to make my build of Quake* engine fork. In this example, each of the warrants will move approximately 12.5% for a MYR 0.10 move in the underlying share. Meaning, if you purchased any of the above warrants, the return you will receive in percentage terms will be exactly the same. The important point to understand is that while warrants with the lower exercise ratio will have a higher delta per warrant, they are also more expensive and therefore move the same in percentage terms. Warrant C will have the lowest delta per warrant of 10 per cent. However, the delta per warrant for Warrant-CA is higher as a result of being divided by a smaller exercise ratio of 1 compared to Warrant-CB for which the delta will be divided by 2. The delta for all three is therefore the same. Remember that all three warrants are exactly the same, with the same exercise price and expiry. The delta per warrant for Warrant-CA, Warrant-CB and Warrant-CC will also be different as they have different exercise ratio figures. Therefore it costs exactly 5 times less at MYR 0.08. Warrant-CC on the other hand has an exercise ratio of 5 and requires 5 warrants to exercise at expiry, five times more than Warrant-CA. Notice that Warrant-CA has an exercise ratio of 1 and therefore requires 1 warrant to exchange for one underlying share at expiry. with exercise ratio the only difference between them. In the above table, all three warrants in the table above have the same exercise price, expiry date etc.
![warsow weapons quake 3 warsow weapons quake 3](https://i.ytimg.com/vi/almpCZdvjGw/hqdefault.jpg)
Let’s take a look at an example to understand the effects of different exercise ratio.