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smd
Joined: 23 Sep 2007 Posts: 23
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Posted: Fri Oct 12, 2007 11:59 am Post subject: kickheads on & off? |
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i've tried out the kickheads tutorial from Ivana Gibson and it works great.
but i only want to kick these heads when i press the MOUSE2 button, so i have added the command
.float kickgibs; into the defs.qc
then
if (self.impulse == 25)
self.kickgibs = TRUE;
if (self.impulse == 26)
self.kickgibs = FALSE;
into weapons.qc
and this
alias +kickgibs_on "impulse 25"
alias -kickgibs_on "impulse 26"
bind MOUSE2 +kickgibs_on
into my autoexec.cfg
and finally
//**********************************************
//Kicking Gibs n Dead Heads
//**********************************************
void() kick_touch;
void() kick_touch =
{
local vector v;
if (self.kickgibs != TRUE)
return;
// only a player can kick it
if (other.classname != "player")
return;
//randomize sound
if (random()< 0.6)
sound(other, CHAN_ITEM, "zombie/z_hit.wav", 1, ATTN_NORM);
else
sound(other, CHAN_ITEM, "zombie/z_miss.wav", 1, ATTN_NORM);
//define velocity
//you can play with these formulas to adjust
//trajectory
v_x = (other.velocity_x*2+50*random());
v_y = (other.velocity_y*2+50*random());
v_z =250 + 160 * random()+(other.velocity_y+other.velocity_x)*0.30;
self.flags = self.flags - ( self.flags & FL_ONGROUND );
self.velocity = v;
};
but it doesnt work!!!
i hope someone knows whats wrong... |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Oct 12, 2007 12:16 pm Post subject: |
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At my first glance it looks like it should work (only looked at the code you added though), what happens? Does it kick it anyway, or does it not work at all? _________________ Look out for Twigboy |
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smd
Joined: 23 Sep 2007 Posts: 23
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Posted: Fri Oct 12, 2007 1:37 pm Post subject: |
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when i remove
if (self.kickgibs != TRUE)
return; it works, but without pressing the MOUSE2 button.
with
if (self.kickgibs != TRUE)
return; nothing happens! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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RenegadeC

Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada
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Posted: Fri Oct 12, 2007 4:11 pm Post subject: |
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CocoT wrote: | Shouldn't it be other.kickgibs? |
Yes it should be.
Also it'd work even nicer just adding "if (other.button2) stuff();" for kicking gibs when holding down the jump button. |
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smd
Joined: 23 Sep 2007 Posts: 23
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Posted: Fri Oct 12, 2007 4:51 pm Post subject: |
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CocoT wrote: | Shouldn't it be other.kickgibs? |
yes that is the solution!
now it works fine
thanksssssss !!! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed Oct 17, 2007 3:01 am Post subject: |
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You might get head kicking mode stuck on if you release the button while firing a weapon, then press another impulse before it finishes firing.
Using impulses for on/off things is dangerous at best. You'll have to check for those impulses before the attack_finished check, wherever that is. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Wed Oct 17, 2007 3:53 am Post subject: |
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I'd ditch all the code
and at the top of kick_touch
put
Code: | if (!other.button2)
return; |
done. _________________ Unit reporting!
http://www.bendarling.net/ |
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