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In order to simulate cold environments, the Q3TA breath puff feature was implemented. For this purpose, the cvar cg_enableBreath (1/0) was introduced to activate/deactivate the function on the client side. There is also the cvar g_enableBreath (1/0) to activate/deactivate the function on the server side. A level designer can use the key enableBreath (1/0) in the worldspawn of his map to decide whether the map should make use of this feature. This currently enables/disables the feature for the entire map, so there is currently no way to differentiate between map areas where this feature is desired or undesired. Additionally, the game mode Freezetag uses this feature, i.e. whenever this game mode is running and a player is frozen, breath puffs are drawn until the player is thawed out again.
In order to make better use of this function in maps with different "temperature" areas, it is necessary to be able to define these areas. For example, the FridgeWars map has two fridges as lolly bases, where the breath puffs could be activated, while in the middle part of the map, which is outside the fridges, the breath puffs should not be drawn. What would we need for this?
Create a "trigger_breathpuffs" entity that can be implemented in maps via a brush with the trigger texture. Each time a player enters (touches) this brush (area), the breaths are drawn.
Alternative: Use a surface parameter that can be added to the shader of a texture. This would basically do the same thing and could be added more easily to existing areas with fog, for example, by simply editing the shader without having to recompile the map.
When Freezetag is running, the activated areas with breath puffs must always override the treatment in Freezetag. So if a player is in a breath puff area, it doesn't matter if he is frozen or not, the breath puffs will always be drawn. Outside these areas it would be the other way around, the breath puffs would only be activated if the player is currently frozen, otherwise not.
This would also mean that the server-side cvar g_enableBreath, which can be activated by the key enableBreath in the worldspawn of the map, is no longer needed. This could then be removed.
I've looked at the source code for this, but it's too complex for me to implement. Therefore help is very welcome. The feature would be essential for the FridgeWars map.
The text was updated successfully, but these errors were encountered:
In order to simulate cold environments, the Q3TA breath puff feature was implemented. For this purpose, the cvar cg_enableBreath (1/0) was introduced to activate/deactivate the function on the client side. There is also the cvar g_enableBreath (1/0) to activate/deactivate the function on the server side. A level designer can use the key enableBreath (1/0) in the worldspawn of his map to decide whether the map should make use of this feature. This currently enables/disables the feature for the entire map, so there is currently no way to differentiate between map areas where this feature is desired or undesired. Additionally, the game mode Freezetag uses this feature, i.e. whenever this game mode is running and a player is frozen, breath puffs are drawn until the player is thawed out again.
In order to make better use of this function in maps with different "temperature" areas, it is necessary to be able to define these areas. For example, the FridgeWars map has two fridges as lolly bases, where the breath puffs could be activated, while in the middle part of the map, which is outside the fridges, the breath puffs should not be drawn. What would we need for this?
I've looked at the source code for this, but it's too complex for me to implement. Therefore help is very welcome. The feature would be essential for the FridgeWars map.
The text was updated successfully, but these errors were encountered: