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  /idgames/quake2/dlls/deathmatch/autowave-1.1.txt

Quake2 Auto Wave Mod (DLL file included) 12/14/97
================================================================
Title                   : Autowave v1.1
Author                  : Alan Albert a.k.a. YoGrE
Email Address           : yogre@primenet.com
Description             : Tired of hiting a key bound to "wave 2" 
				  every time u want to make a point to some1 
				  u just fraged? Well, this mod will wave
				  whenever u frag some1 :) U can even configure
				  a random distribution of wave's u wish to use.
						  
Additional Credits to   : * id Software for a kick ass game and for
				    for the best support from a game company ever.
				  * Entrope on #quake2dll for helping me figure out
				    how to create client cvar's.
================================================================

* Play Information *

Single Player           : No
Deathmatch (2-16)       : Yes! 
New Sounds              : No 
New Graphics            : No 
New Music               : No 

* Construction *

Base                    : Quake2 DLL Source
Editor(s) used          : Microsoft Visual C++ 5.0
Known Bugs              : Not sure if this is a bug in id's code or simply my misunderstanding of how 
				  things work but I the "set autowave 01234" in the client side has to appear 
				  twice where I would rather have it not apear at all. If anyone figures out 
				  how to add userinfo cvar's from the DLL, please let me know.
Build Time              : A couple of hours.
Source Included		: Yes

* Install Instructions and usage *

Server:
1) Unzip to your Quake2 directory (include path)
2) Run Quake2 with the command line "quake2 -set game autowave"

Client:
1) An autoexec.cfg file is included so if u have your own file u need to mearge the two.
2) Set the CVar autowave to a string of digits ranging from 0 to 4. This 
   will define a set of wave's to use in random fashion whenever u frag some1.

For example:

set autowave 022

will do a taunt and flipoff wave in a 2 to 1 ratio: 2 taunts to 1 flipoff.
The default is 01234 for an even distribution of all waves.

Also included is a new command to wave randomly. It's called randomwave and it uses the 
autowave CVar in the same way as the autowave feature. I acctually included this for
debuging purposes but decided to keep it in.

* Technical Stuff *

It took me a while to come up with a scheme that allows clients to have there own autowave config.
The way I do it is by adding 2 lines to the autoexec.cfg on the client side:

set autowave 01234 u
set autowave 01234 u

* The u at the end adds this cvar to the userinfo set and this notifies the dll whenever it 
  the client changes it. 

* It apears 2 times because if I put it only once, it doesn't get inserted in the userinfo 
  set. (try typing userinfo in the console). This may be a bug in id's code but I think it 
  is more likely that I have this figured up wrong.

* I would rather have this put in userinfo from the dll code and eliminate any client install 
  but using cvar() with the CVAR_USERINFO did not work except for a listen server. Again, I expected 
  this to work so I may be missing out on something.

* In order to still be able to support clients that have not installed the mod, I gave autowave a default 
  value regardless of the userinfo var.

If u have questions or suggestions, please feel free to email.
 
* Legal Stuff *

Mod authors are encouraged to merge this with their own stuff since I think this is a feature
that should have been in the original game.

If you want to use this patch in anything that will be redistributed, please
e-mail me first. (This excludes CDROM.COM which may of course distribute it
freely without asking.)






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