Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

Turn entity

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
Stealth Kill Joined: 29 Dec 2006 Posts: 83 |

Posted: Sat Feb 07, 2009 4:33 pm Post subject: Turn entity |

Hi, I made a weapon attached a weapon to the player. But it doesn´t turn left or right. here is my code void() attachment =
{
local vector vec;
local vector org;
local entity weapon;
makevectors(self.angles);
org = self.angles;
weapon = spawn();
weapon.movetype = MOVETYPE_NONE;
setmodel(weapon, "progs/w_ak47.mdl");
setsize(weapon, '0 0 0', '0 0 0');
setorigin(weapon, self.origin);
makevectors(self.view_ofs);
weapon.solid = SOLID_NOT;
weapon.frame =1;
weapon.nextthink = time + 0.05;
weapon.think = SUB_Remove;
};

Back to top |

Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Sat Feb 07, 2009 6:53 pm Post subject: |

Try this:

Code:
void() WeaponFollowThink = { self.origin = self.owner.origin + '0 0 16'; self.angles = self.owner.v_angle; self.angles_x = -self.angles_x; // silly Quake bug with angles and v_angle
self.velocity = self.owner.velocity;
// update again next frame
self.nextthink = time;
};
void() attachment =
{
local vector org;
local entity weapon;
org = self.origin + '0 0 16';
weapon = spawn();
weapon.owner = self;
weapon.movetype = MOVETYPE_NOCLIP;
weapon.solid = SOLID_NOT;
setmodel(weapon, "progs/w_ak47.mdl");
setsize(weapon, '0 0 0', '0 0 0');
setorigin(weapon, org);
weapon.velocity = self.velocity;
weapon.angles = self.v_angle;
weapons.angles_x = -weapon.angles_x; // silly Quake bug with angles and v_angle
weapon.frame =1;
weapon.nextthink = time;
weapon.think = WeaponFollowThink;
};

I haven't tested the code, but it should fix some things. That will make the weapon follow you by updating its velocity, angle, and origin every frame. I don't know why you would have it delete iself in 0.05 seconds but that would require you to keep spawning a new entity (which I don't recommend).
There are two other ways to do this that might be much better.
1) Create a .entity for .visualweapon and set up that .visualweapon when the player spawns. Create a function that updates .visualweapon's velocity and origin, then call that function from both playerpostthink and playerprethink in client.qc. This will make the weapon update *much* smoother, though net play will still be jittery for the client holding the weapon (it won't follow his view perfectly because of the lag). This is a bit of an advanced option however, and if you want help we can provide code snippets.
2) If you're using an engine that supports either .viewmodelforclient (if you only want the player holding the weapon to see it) or MOVETYPE_FOLLOW (for all players to see it, possibly combined with .nodrawtoclient), then use one of those instead.
I hope that helps!
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

Back to top |

Stealth Kill Joined: 29 Dec 2006 Posts: 83 |

Posted: Sun Feb 08, 2009 11:00 am Post subject: |

Thank you It work´s but without subremove it says packet overflow

Back to top |

Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Sun Feb 08, 2009 6:08 pm Post subject: |

That's because you're respawning the weapon every single frame or every single time you attack. You need to spawn it only once. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

Back to top |

Stealth Kill Joined: 29 Dec 2006 Posts: 83 |

Posted: Thu Feb 19, 2009 7:10 pm Post subject: |

Another problem. I want to make it only visible for modelindex_player and tried with this line modelindex_player = weapon.modelindex; it doesn´t work.

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT
Page 1 of 1

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group