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Problems witch crouching tutorial

 
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shadowtails



Joined: 30 Jul 2006
Posts: 11

PostPosted: Wed Aug 02, 2006 7:42 am    Post subject: Problems witch crouching tutorial Reply with quote

hello evyrybody i have problem witch DP crouch tutorial.When i crouch in decreesing wall wich is smaller then player and i release the courch button i stand through wall.How can i repair this bug?

This is the CHRIS crouch code:



//===================
//Chris
//Crouch for player '06
//===================

.float crouch, attemptcrouch;
float (entity targ) crouchcheck =
{

makevectors (self.v_angle);
tracebox (self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.origin + '0 0 16', FALSE, self);

/*
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
*/


if (trace_fraction == 1) //hits nothing go ahead
return TRUE;

if (!trace_ent.takedamage) //hits world or nondamagable object
return FALSE;

return FALSE;

};

void() crouch_on =
{

if ((!self.crouch) && (!self.velocity_z)) //crouch down
{
setsize (self, '-16 -16 -8', '16 16 8');
self.crouch = 1;
self.view_ofs = '0 0 14';
self.attemptcrouch = 1;
return;
}
self.attemptcrouch = 0;
};

void() crouch_off =
{
if (self.crouch && (!self.velocity_z) && (crouchcheck(self))) //get up
{
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.crouch = 0;
self.origin_z = self.origin_z + 16;
self.view_ofs = '0 0 22';
self.attemptcrouch = 0;
return;
}
self.attemptcrouch = 1;
};



Many thanks for help
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SkinnedAlive



Joined: 25 Feb 2005
Posts: 65

PostPosted: Thu Aug 03, 2006 9:17 am    Post subject: Reply with quote

When I tested it I noticed that monsters also completely ignore you when you're crouched.
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu Aug 03, 2006 1:15 pm    Post subject: Reply with quote

SkinnedAlive wrote:
When I tested it I noticed that monsters also completely ignore you when you're crouched.


Because it changes the view_ofs to '0 0 0', which usually signals you've entered intermission. You could change that line to 0 0 1 and it would look pretty much the same, but monsters would no longer ignore you.
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Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Sat Aug 05, 2006 5:35 am    Post subject: Reply with quote

No it lowers it to 0 0 14 view_ofs.

Quick fix:

open fight.qc

go to: float() CheckAttack

find:
spot2 = targ.origin + targ.view_ofs;

replace with:
if (!targ.crouch)
spot2 = targ.origin + targ.view_ofs;

if (targ.crouch)
spot2 = targ.origin;



Also due to Hull issues in different versions of bsp's that darkplaces supports (example: hl1 / q1 maps) it can't change the hull size effectively and causes sometimes to 'walk thru walls'. I wish I could edit this tutorial a bit more, it was just a snippet of code I had laying around from the hunted 3 that I never used. Sorry for the confusion. Hopefully that work around at least solved the issue of monsters seeing you, and good luck on your mod endeavors.
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Sat Aug 05, 2006 4:40 pm    Post subject: Reply with quote

Send me any edits you want to make, or submit an alternate version of the tutorial and I swap out the old one with a new one.
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shadowtails



Joined: 30 Jul 2006
Posts: 11

PostPosted: Sat Aug 05, 2006 5:50 pm    Post subject: Reply with quote

FrikaC wrote:
Send me any edits you want to make, or submit an alternate version of the tutorial and I swap out the old one with a new one.


i want to make Quake2 style crouching with increasing wall(do not stay through wall,staz crouch).
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