QL.cfg v1.0
Also in ca, after getting point by team all is reseting and couting down from 10 secs, so its divided on rounds. And also would be nice to gather points by taking damage on opponent, dunno if its possible.
Actually, the warmup between rounds in ca is 7 seconds. In tag it's 4.
In actualy cfg doesn't exist warmup like on ql (7 sec).
Yeah that would be good. It's not a big deal, as long as the "frags" are counted as separate rounds. It would be ideal if it could be exactly as in QL, but that's up to the devs.
edit: just tested it on ascari's server, looks good. The switchtime feels weird though, like it's a bit faster than in QL. Might be just placebo.
well, if the ql hitboxes are same length as q3 hitboxes, we could calculate the average diameter.
if the length of normal q3 hitboxes is 2, the length of the cylinder will be 2.
if we look on q3 hitboxes in a 45° angle, we see a length of 2.828 compared to the normal 2 of q3.
so if you want bit smaller hitboxes which are ql alike - try a factor relativ to 2.414 which means a hitbox value of 0.85
does the hit box size value apply the ratio to volume of the box? if so height will be an issue (assuming the cylinder is of a vertical orientation and e+ settings adjust box on 3 axis)
10%? that would make a factor of 0.8889
Yeah, but see what Goddam said, you can't just make them bigger/smaller in one or two dimensions, the whole volume is affected. It's impossible to make them as in QL, but making them just a bit smaller is a decent solution.
Also, i'm fairly sure QL hitboxes are not of the same lenght as the Q3 ones. Right now, the ones in QL scale near-perfectly to tankjr.
mad, kris & asc, thanx for info. will fix.
edit:
well, as for round-based gameplay, i didn't add it: this requires xp_matchmode cvar to be set to value '2'. i'm not sure that weapon cfg whould mess with such cvars: if you use it on public server, matchmode != 0 can be abused, e.g. by using 'lock' cmd. besides, you always can do it in server start script (like 'set xp_matchmode 2'), and i can modify ql.cfg so that it sets different round warmups which are only available when xp_matchmode set to '2' and also accepts non-zero roundlimits. what do you think guys? or maybe devs can make round-based gameplay independent of xp_matchmode?