I can get the quake working but the mod thing will not work for me
----- Original Message ----- 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, July 23, 2007 10:49 AM
Subject: Re: [Audyssey] Jedi Quake help


>   Zack, glad you're digging on it!!!  <smile>
>
>   an impulse is really just a fancy word for a generic internal game
> command, and is essentially what happens when you press most of your keys
> to control your player in the game...  In other words, Quake itself was 
> not
> only designed to have special commands that you can type into the console
> during the game which are regular words.  It's also designed to be
> expandable so several of the commands, rather than having words associated
> with them, have impulses.  This is mainly used with the game code itself
> internally, but now that modding this game has become so popular, you can
> find impulses used all over the place.  I.E.  If a mod has a command to
> make a player fly, which wasn't already built into Quake itself when it 
> was
> written, the author of the mod might make that possible by defining an
> impulse command and letting the player know it's number and what it 
> does...
>
> So in the case of flying for example, if I were to add another impulse
> command to the Jedi Quake mod to allow the player to fly, I might define 
> it
> as let's say, impulse 49...
>
>>So now, in the docs, I'd let you, the player know that impulse 49 allows
>>you to fly...
>
>
> So when you're playing the game, you'd open the console, type in impulse
> 49, and then press enter.  You'd then be flying in the game...
>
> Or you could bind this impulse to a key on your keyboard to eliminate all
> the extra steps with the console so you could activate it much faster in a
> game situation as you do with the rest of the defined keys on your 
> keyboard....
>
> Either way, impulse 49 would be sent to the game and it would act
> accordingly....
>
> Does this make sense?...
>
>   They are generic definable commands that a developer can link to game
> code for players to use...
>
>   I could just as easily make that impulse number be 48 rather than 49 and
> it would work exactly the same way.  You'd open the console, and type in
> impulse 48, press enter, and you'd be flying away...  So in that case, 49
> would be undefined and the game would simply not do anything if you were 
> to
> type that in, because I the developer, didn't link it to any code...  Does
> that make sense?...
>
> HTH, and please let me know if I missed anything and I'd be happy to send
> along another note...
>
> Have a great evening and enjoy the game!...
>
> Smiles,
>
> Cara  :)
>
>>Hiya,
>>     I've managed to download the Jedi Quake mod along with the Audio
>> Quake engine itself.  I've read through the key list and documentation,
>> and believe I have a grasp of most of the essentials.
>>     However, I am a little confused: what is an 'impulse', exactly?  How
>> do I use them, if they're not part of the standard keyboard commands?
>>     I'm brand spanking new to both Audio Quake and Jedi Quake,
>> really.  Trying to figure it out.  The game sounds great, but I just have
>> trouble with navigation and watnot.  Some of the sounds are a bit 
>> strange.
>>Any advice here?  Is there a learn sounds function?
>>Thanks muchly, and congratulations on such a great and free! bit of
>>deathmatch fun.
>>All the best, and hope to hear back soon,
>>Zack.
>>_______________________________________________
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>>5:42 PM
>
> ---
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>
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>
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>
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