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Melee problem

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shadowtails Joined: 30 Jul 2006 Posts: 11 |

Posted: Tue Sep 26, 2006 2:16 pm Post subject: Melee problem |

I need some help about melee function. When q2berserk attack on player and do melee attack he is so far to hit player.I try touch function but it is a huge bug for play.Can somebody help please? Here is the code: /* ==============================================================================
QUAKE 2 BERSERK
==============================================================================
*/
$cd /raid/quake/id1/models/berserk
$origin 0 -6 24
$base base
$skin skin
$frame stand1 stand2 stand3 stand4 stand5
$frame standb1 standb2 standb3 standb4 standb5 standb6 standb7 standb8 standb9 standb10
$frame standb11 standb12 standb13 standb14 standb15 standb16 standb17 standb18 standb19 standb20
$frame walkc1 walkc2 walkc3 walkc4 walkc5 walkc6 walkc7 walkc8
$frame walkc9 walkc10 walkc11
$frame run1 run2 run3 run4 run5 run6
$frame att_a1 att_a2 att_a3 att_a4 att_a5 att_a6 att_a7 att_a8
$frame att_a9 att_a10 att_a11 att_a12 att_a13
$frame slam1 slam2 slam3 slam4 slam5 slam6 slam7 slam8
$frame slam9 slam10 slam11 slam12 slam13 slam14 slam15 slam16
$frame slam17 slam18 slam19 slam20 slam21 slam22 slam23
$frame painc1 painc2 painc3 painc4
$frame painb1 painb2 painb3 painb4 painb5 painb6 painb7 painb8
$frame painb9 painb10 painb11 painb12 painb13 painb14 painb15 painb16
$frame painb17 painb18 painb19 painb20
$frame death1 death2 death3 death4 death5 death6 death7 death8
$frame death9 death10 death11 death12 death13
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
void() berserk_stand1 =[ $stand1, berserk_stand2 ] {ai_stand();};
void() berserk_stand2 =[ $stand2, berserk_stand3 ] {ai_stand();};
void() berserk_stand3 =[ $stand3, berserk_stand4 ] {ai_stand();};
void() berserk_stand4 =[ $stand4, berserk_stand5 ] {ai_stand();};
void() berserk_stand5 =[ $stand5, berserk_stand6 ] {ai_stand();};
void() berserk_stand6 =[ $stand5, berserk_stand7 ] {ai_stand();};
void() berserk_stand7 =[ $stand5, berserk_stand8 ] {ai_stand();};
void() berserk_stand8 =[ $stand5, berserk_stand9 ] {ai_stand();};
void() berserk_stand9 =[ $stand5, berserk_stand10 ] {ai_stand();};
void() berserk_stand10 =[ $stand5, berserk_stand11 ] {ai_stand();};
void() berserk_stand11 =[ $stand5, berserk_stand12 ] {ai_stand();};
void() berserk_stand12 =[ $stand5, berserk_stand13 ] {ai_stand();};
void() berserk_stand13 =[ $stand5, berserk_stand14 ] {ai_stand();};
void() berserk_stand14 =[ $stand5, berserk_stand15 ] {ai_stand();};
void() berserk_stand15 =[ $stand5, berserk_stand16 ] {ai_stand();};
void() berserk_stand16 =[ $stand5, berserk_stand17 ] {ai_stand();};
void() berserk_stand17 =[ $stand5, berserk_stand18 ] {ai_stand();};
void() berserk_stand18 =[ $stand5, berserk_stand19 ] {ai_stand();};
void() berserk_stand19 =[ $stand5, berserk_stand20 ] {ai_stand();};
void() berserk_stand20 =[ $stand5, berserk_stand21 ] {ai_stand();};
void() berserk_stand21 =[ $standb1, berserk_stand22 ] {ai_stand();};
void() berserk_stand22 =[ $standb2, berserk_stand23 ] {ai_stand();};
void() berserk_stand23 =[ $standb3, berserk_stand24 ] {ai_stand();};
void() berserk_stand24 =[ $standb4, berserk_stand25 ] {ai_stand();};
void() berserk_stand25 =[ $standb5, berserk_stand26 ] {ai_stand();};
void() berserk_stand26 =[ $standb6, berserk_stand27 ] {ai_stand();};
void() berserk_stand27 =[ $standb7, berserk_stand28 ] {ai_stand();};
void() berserk_stand28 =[ $standb8, berserk_stand29 ] {ai_stand();};
void() berserk_stand29 =[ $standb9, berserk_stand30 ] {ai_stand();};
void() berserk_stand30 =[ $standb10, berserk_stand31 ] {ai_stand();};
void() berserk_stand31 =[ $standb11, berserk_stand32 ] {ai_stand();};
void() berserk_stand32 =[ $standb12, berserk_stand33 ] {ai_stand();};
void() berserk_stand33 =[ $standb13, berserk_stand34 ] {ai_stand();};
void() berserk_stand34 =[ $standb14, berserk_stand35 ] {ai_stand();};
void() berserk_stand35 =[ $standb15, berserk_stand36 ] {ai_stand();};
void() berserk_stand36 =[ $standb16, berserk_stand37 ] {ai_stand();};
void() berserk_stand37 =[ $standb17, berserk_stand38 ] {ai_stand();};
void() berserk_stand38 =[ $standb18, berserk_stand39 ] {ai_stand();};
void() berserk_stand39 =[ $standb19, berserk_stand40 ] {ai_stand();};
void() berserk_stand40 =[ $standb20, berserk_stand1 ] {ai_stand();};
void() berserk_walk01 =[ $walkc1, berserk_walk02 ] {
if (random() < 0.2)
sound (self, CHAN_VOICE, "berserk/idle.wav", 1, ATTN_IDLE);
ai_walk(9);};
void() berserk_walk02 =[ $walkc2, berserk_walk03 ] {ai_walk(6);};
void() berserk_walk03 =[ $walkc3, berserk_walk04 ] {ai_walk(5);};
void() berserk_walk04 =[ $walkc4, berserk_walk05 ] {ai_walk(6);};
void() berserk_walk05 =[ $walkc5, berserk_walk06 ] {ai_walk(6);};
void() berserk_walk06 =[ $walkc6, berserk_walk07 ] {ai_walk(;};
void() berserk_walk07 =[ $walkc7, berserk_walk08 ] {ai_walk(7);};
void() berserk_walk08 =[ $walkc8, berserk_walk09 ] {ai_walk(6);};
void() berserk_walk09 =[ $walkc9, berserk_walk10 ] {ai_walk(4);};
void() berserk_walk10 =[ $walkc10, berserk_walk11 ] {ai_walk(4);};
void() berserk_walk11 =[ $walkc11, berserk_walk01 ] {ai_walk(4);};
void() berserk_run1 =[ $run1, berserk_run2 ] {ai_run(21);sound (self, CHAN_VOICE, "berserk/idle2.wav", 1, ATTN_IDLE);};
void() berserk_run2 =[ $run2, berserk_run3 ] {ai_run(11);};
void() berserk_run3 =[ $run3, berserk_run4 ] {ai_run(21);};
void() berserk_run4 =[ $run4, berserk_run5 ] {ai_run(2);};
void() berserk_run5 =[ $run5, berserk_run6 ] {ai_run(1;};
void() berserk_run6 =[ $run6, berserk_run1 ] {ai_run(19);};
void() berserk_pain1 =[ $painc1, berserk_pain2 ] {ai_pain();};
void() berserk_pain2 =[ $painc2, berserk_pain3 ] {ai_pain();};
void() berserk_pain3 =[ $painc3, berserk_pain4 ] {ai_pain();};
void() berserk_pain4 =[ $painc4, berserk_run1 ] {ai_pain();};
void() berserk_painb1 =[ $painb1, berserk_painb2 ] {ai_pain();};
void() berserk_painb2 =[ $painb2, berserk_painb3 ] {ai_pain();};
void() berserk_painb3 =[ $painb3, berserk_painb4 ] {ai_pain();};
void() berserk_painb4 =[ $painb4, berserk_painb5 ] {ai_pain();};
void() berserk_painb5 =[ $painb5, berserk_painb6 ] {ai_pain();};
void() berserk_painb6 =[ $painb6, berserk_painb7 ] {ai_pain();};
void() berserk_painb7 =[ $painb7, berserk_painb8 ] {ai_pain();};
void() berserk_painb8 =[ $painb8, berserk_painb9 ] {ai_pain();};
void() berserk_painb9 =[ $painb9, berserk_painb10 ] {ai_pain();};
void() berserk_painb10 =[ $painb10, berserk_painb11 ] {ai_pain();};
void() berserk_painb11 =[ $painb11, berserk_painb12 ] {ai_pain();};
void() berserk_painb12 =[ $painb12, berserk_painb13 ] {ai_pain();};
void() berserk_painb13 =[ $painb13, berserk_painb14 ] {ai_pain();};
void() berserk_painb14 =[ $painb14, berserk_painb15 ] {ai_pain();};
void() berserk_painb15 =[ $painb15, berserk_painb16 ] {ai_pain();};
void() berserk_painb16 =[ $painb16, berserk_painb17 ] {ai_pain();};
void() berserk_painb17 =[ $painb17, berserk_painb18 ] {ai_pain();};
void() berserk_painb18 =[ $painb18, berserk_painb19 ] {ai_pain();};
void() berserk_painb19 =[ $painb19, berserk_painb20 ] {ai_pain();};
void() berserk_painb20 =[ $painb20, berserk_run1 ] {ai_pain();};
void(entity attacker, float damage) berserk_pain =
{
local float r;
r = random ();
if (self.pain_finished > time)
return;
if (r < 0.5)
sound (self, CHAN_VOICE, "berserk/pain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "berserk/pain2.wav", 1, ATTN_NORM);
if (r < 0.2)
{
self.pain_finished = time + 3.0;
berserk_painb1 ();
}
else if (r < 0.4)
{
self.pain_finished = time + 1.0;
berserk_pain1 ();
}
};
void() berserk_die1 =[ $death1, berserk_die2 ] {ai_back();};
void() berserk_die2 =[ $death2, berserk_die3 ] {ai_back();};
void() berserk_die3 =[ $death3, berserk_die4 ]
{self.solid = SOLID_NOT;ai_back(0);};
void() berserk_die4 =[ $death4, berserk_die5 ] {ai_back();};
void() berserk_die5 =[ $death5, berserk_die6 ] {ai_back();};
void() berserk_die6 =[ $death6, berserk_die7 ] {ai_back();};
void() berserk_die7 =[ $death7, berserk_die8 ] {ai_back();};
void() berserk_die8 =[ $death8, berserk_die9 ] {ai_back();};
void() berserk_die9 =[ $death9, berserk_die10 ] {ai_back();};
void() berserk_die10 =[ $death10, berserk_die11 ] {ai_back();};
void() berserk_die11 =[ $death11, berserk_die12 ]
{self.solid = SOLID_NOT;ai_back(0);};
void() berserk_die12 =[ $death12, berserk_die13 ] {ai_back();};
void() berserk_die13 =[ $death13, berserk_die13 ] {ai_back();};
void() berserk_dieb1 =[ $deathc1, berserk_dieb2 ] {ai_back();};
void() berserk_dieb2 =[ $deathc2, berserk_dieb3 ] {ai_back();};
void() berserk_dieb3 =[ $deathc3, berserk_dieb4 ]
{self.solid = SOLID_NOT;ai_back(0);};
void() berserk_dieb4 =[ $deathc4, berserk_dieb5 ] {ai_back();};
void() berserk_dieb5 =[ $deathc5, berserk_dieb6 ] {ai_back();};
void() berserk_dieb6 =[ $deathc6, berserk_dieb7 ] {ai_back();};
void() berserk_dieb7 =[ $deathc7, berserk_dieb8 ] {ai_back();};
void() berserk_dieb8 =[ $deathc8, berserk_dieb8 ] {ai_back();};
void() berserk_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_gunner.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "berserk/death1.wav", 1, ATTN_NORM);
if (random() < 0.5)
berserk_die1 ();
else
berserk_dieb1 ();
};
void(float side) berserk_melee =
{
local float ldmg;
local vector delta;
ai_face ();
walkmove (self.ideal_yaw, 6); // allow a little closing
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 10)
return;
if (!CanDamage (self.enemy, self))
return;
sound (self, CHAN_WEAPON, "q2ogre/melee.wav", 1, ATTN_NORM);
ldmg = 10 + 5*random();
T_Damage (self.enemy, self, self, ldmg);
makevectors (self.angles);
};
void() berserk_atk1 =[ $att_a1, berserk_atk2 ] {ai_face();};
void() berserk_atk2 =[ $att_a2, berserk_atk3 ] {ai_face();};
void() berserk_atk3 =[ $att_a3, berserk_atk4 ] {ai_face();};
void() berserk_atk4 =[ $att_a4, berserk_atk5 ] {ai_face();};
void() berserk_atk5 =[ $att_a5, berserk_atk6 ] {ai_face();};
void() berserk_atk6 =[ $att_a6, berserk_atk7 ] {berserk_melee();};
void() berserk_atk7 =[ $att_a7, berserk_atk8 ] {ai_face();};
void() berserk_atk8 =[ $att_a8, berserk_atk9 ] {ai_face();};
void() berserk_atk9 =[ $att_a9, berserk_atk10 ] {ai_face();};
void() berserk_atk10 =[ $att_a10, berserk_atk11 ] {ai_face();};
void() berserk_atk11 =[ $att_a11, berserk_atk12 ] {ai_face();};
void() berserk_atk12 =[ $att_a12, berserk_atk13 ] {ai_face();};
void() berserk_atk13 =[ $att_a13, berserk_run1 ] {ai_face();};
void() berserk_atkb1 =[ $slam1, berserk_atkb2 ] {ai_face();};
void() berserk_atkb2 =[ $slam2, berserk_atkb3 ] {ai_face();};
void() berserk_atkb3 =[ $slam3, berserk_atkb4 ] {ai_face();};
void() berserk_atkb4 =[ $slam4, berserk_atkb5 ] {berserk_melee();};
void() berserk_atkb5 =[ $slam5, berserk_atkb6 ] {ai_face();};
void() berserk_atkb6 =[ $slam6, berserk_atkb7 ] {ai_face();};
void() berserk_atkb7 =[ $slam7, berserk_atkb8 ] {ai_face();};
void() berserk_atkb8 =[ $slam8, berserk_atkb9 ] {ai_face();};
void() berserk_atkb9 =[ $slam9, berserk_atkb10 ] {ai_face();};
void() berserk_atkb10 =[ $slam10, berserk_atkb11 ] {ai_face();};
void() berserk_atkb11 =[ $slam11, berserk_atkb12 ] {ai_face();};
void() berserk_atkb12 =[ $slam12, berserk_atkb13 ] {ai_face();};
void() berserk_atkb13 =[ $slam13, berserk_atkb14 ] {ai_face();};
void() berserk_atkb14 =[ $slam14, berserk_atkb15 ] {ai_face();};
void() berserk_atkb15 =[ $slam15, berserk_atkb16 ] {ai_face();};
void() berserk_atkb16 =[ $slam16, berserk_atkb17 ] {ai_face();};
void() berserk_atkb17 =[ $slam17, berserk_atkb18 ] {ai_face();};
void() berserk_atkb18 =[ $slam18, berserk_atkb19 ] {ai_face();};
void() berserk_atkb19 =[ $slam19, berserk_atkb20 ] {ai_face();};
void() berserk_atkb20 =[ $slam20, berserk_atkb21 ] {ai_face();};
void() berserk_atkb21 =[ $slam21, berserk_atkb22 ] {ai_face();};
void() berserk_atkb22 =[ $slam22, berserk_atkb23 ] {ai_face();};
void() berserk_atkb23 =[ $slam23, berserk_run1 ] {ai_face();};
void() berserk_attack =
{
local float dist;
dist = vlen ( ( self.enemy.origin - self.origin ) );
ai_face();
if ( dist > 10 )
berserk_atk1 ();
else
{
berserk_run1();
}
};
/*QUAKED monster_berserk (1 0 0) (-16 -16 -24) (16 16 40) Ambush
*/
void() monster_berserk =
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/berserk.mdl");
precache_model ("progs/h_gunner.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_sound ("berserk/infatck1.wav");
precache_sound ("berserk/infatck3.wav");
precache_sound ("berserk/death1.wav");
precache_sound ("berserk/idle.wav");
precache_sound ("berserk/idle2.wav");
precache_sound ("berserk/pain1.wav");
precache_sound ("berserk/pain2.wav");
precache_sound ("berserk/sattck1.wav");
precache_sound ("berserk/sight1.wav");
precache_sound ("berserk/melee.wav");
precache_sound ("player/udeath.wav"); // gib death
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/berserk.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 300;
self.th_stand = berserk_stand1;
self.th_walk = berserk_walk01;
self.th_run = berserk_run1;
self.th_melee = berserk_attack;
self.th_pain = berserk_pain;
self.th_die = berserk_die;
walkmonster_start ();
};

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Preach Joined: 25 Nov 2004 Posts: 122 |

Posted: Tue Sep 26, 2006 3:30 pm Post subject: |

if (vlen(delta) > 10) looks like the problem. You're measuring the distance between the origins of the monster and player, not their closest surfaces. The player is surrounded by a hitbox that's 32x32x56 units in size, and your monster has one that's 32x32x64. The origin is centered in that box(horizontally anyway), so even when they are touching, the origins will be at least 32 units apart(and at most root(2)*32 apart). Set the tolerance to a higher value like
if (vlen(delta) > 70)
and it should work.

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shadowtails Joined: 30 Jul 2006 Posts: 11 |

Posted: Tue Sep 26, 2006 3:44 pm Post subject: |

I have already do this but it doesn´t work.Toget it work i must add void() berserk_atk1 =[ $att_a1, berserk_atk2 ] {ai_forward(;}; but this animations is not with move.

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Sep 27, 2006 7:57 am Post subject: |

The default melee range threshold is 120, which is a lot but most Quake monsters do charge while attacking. You'll have to go into the crappy ugly hacky id1 checkattack code and add another hacky check in there for your monster to use a shorter range I think.
Although watch out, your monster might end up being far too easy to fight, since he won't decide to attack until he's finally right in your face. I'm pretty sure Quake2 did the same method as Quake did, start a melee attack at a generous range then charge as you attack.
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