Markaine Posted March 31, 2003 Share Posted March 31, 2003 I'm trying to add a command that makes only the upper part of your body nonsolid so that laser fire passes through you. I've tried all sorts of things. This is how its supposed to work: If I press "x" the torso, arms, and head are ignored by a shot, but only until the animation ends. This is what I have so far: else if (Q_stricmp(cmd, "evade") == 0) { knownCmd = qtrue; { if (Q_irand(0,2)) { StandardSetBodyAnim(ent, BOTH_DODGE_L, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); } else { StandardSetBodyAnim(ent, BOTH_DODGE_R, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_HOLDLESS); } ent->client->ps.powerups[PW_SPEEDBURST] = level.time + 100; (a million failed attempts at coding it right...) Is that passthrough code what I need to study more? Or should I add some stuff to combat.c? Then again it might mess with the jedidodgeevasion stuff. Link to comment Share on other sites More sharing options...
Markaine Posted March 31, 2003 Author Share Posted March 31, 2003 Also I need to make feet do damage. Like If a player lands on someone's head, or my double kick animation BOTH_DEATHBACKWARDS1. Is it possible to add a damaging flag or something to a glm? Or should I try something in combat.c or active.c about r_ and l_foot? Link to comment Share on other sites More sharing options...
razorace Posted March 31, 2003 Share Posted March 31, 2003 Just curious, what are these changes for? Making something solid or not is a entity wide change. IE it's all or nothing. I instead made the bolt respawn at the point of impact with ignore set to the impactee. Link to comment Share on other sites More sharing options...
razorace Posted March 31, 2003 Share Posted March 31, 2003 Originally posted by Markaine Also I need to make feet do damage. Like If a player lands on someone's head, or my double kick animation BOTH_DEATHBACKWARDS1. Is it possible to add a damaging flag or something to a glm? Or should I try something in combat.c or active.c about r_ and l_foot? I'd guess that the best way to do it would be to do some damage tracing down the attacking leg while that animation is running with some code in WP_SaberPositionUpdate. Link to comment Share on other sites More sharing options...
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