Defining what weapons are available serverwide?

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Defining what weapons are available serverwide?

Postby techiem2 » Mon Apr 06, 2009 12:01 am

I just got Nex 2.5 setup and my friend and I are enjoying it very much.
The performance improvements are amazing.
I keep a small tdm dediserver running for us to play on with a pack of bots.
One thing we've noticed is that many of the weapons (especially the new ones) never spawn in the maps.
I found the cvars to define what weapons the players start with, which works, but isn't exactly ideal.
Is there a way to define which weapons are available to spawn in all maps on the server so all maps will spawn all the weapons (or at least the ones we decide we want)?

Also, which weapons correspond to which numbers in the cvars to set weapon priority?
If a number is not set in the list will the bots not use that weapon at all?

Thanks!
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Postby [-z-] » Mon Apr 06, 2009 1:22 am

g_weaponreplace_*

so...

Code: Select all
g_weaponreplace_crylink "crylink hlac"

would respawn crylink 50% of the time and hlac 50% at the crylink spawn

Code: Select all
g_weaponreplace_crylink "crylink hlac electro"

would be 33% for each


Code: Select all
g_weaponreplace_crylink "crylink hlac hlac hlac"

would get your a 25% and 75% spawn rate respectively



As for your other question, weapons 1-9 work as expected... with their old impulses that are now forwarded... but the latest weapons? I'm not too sure. I thought divVerent was going to make them based on impulse but I never had that clarified or tested it.

weapon list.
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Postby Mr. Bougo » Mon Apr 06, 2009 10:11 am

The weapon numbers can be found here: http://ouns.nexuizninjaz.com/item:weapons


[-z-]: Impulses 1-9 do not hold only one weapon anymore, for some of them. For example, impulse 8 cycles between the hagar and TAG. There is also impulse 14 for "special" weapons: the porto and the hook.

Individual weapon impulses are in the range 230-253, used slots range from the laser (230) to the camping rifle (244)
Just add 229 to the weapon number you want and you get your impulse :)
Meh.
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Postby esteel » Mon Apr 06, 2009 12:46 pm

The reason why those guns do not appear are that almost no maps use them yet. From the stock 2.5 maps i think only accident and eggandbacon use some of the new guns. But from now on mappers can use them in new maps.. This will happen for sure.

As for old maps, you can do what the others suggested :) Actually you can even completly replace a weapon spawn with some others:
Code: Select all
g_weaponreplace_crylink "hlac"
this will replace the crylink with the hlac. That was not made clear by Z
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Postby [-z-] » Mon Apr 06, 2009 4:43 pm

Mr. Bougo wrote:[-z-]: Impulses 1-9 do not hold only one weapon anymore, for some of them. For example, impulse 8 cycles between the hagar and TAG. There is also impulse 14 for "special" weapons: the porto and the hook.


Yes but in cl_weapon_priority?

Does this work with impulses now?
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Postby esteel » Mon Apr 06, 2009 7:14 pm

There is a option to make weapnext/prev honour the weapon priority list. But the weapon slots are hardcoded (also how would i know from the prio list which slots should be used with two guns?)
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Postby Mr. Bougo » Tue Apr 07, 2009 9:05 am

[-z-] wrote:Yes but in cl_weapon_priority?

Does this work with impulses now?


Mr. Bougo wrote:The weapon numbers can be found here: http://ouns.nexuizninjaz.com/item:weapons


Also, the weapon lists are already filled with examples in the defaults.
Meh.
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Postby techiem2 » Thu Apr 09, 2009 2:30 am

Thanks!
Now I have to test stuff when I have some time. :)
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