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cant get the corpse patch to work

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sat Aug 16, 2008 3:35 am Post subject: cant get the corpse patch to work |

putting ght "zombie gib gun" on hold for a bit [because the nailweapons and "w_fire spikes" are all inter twind and i cant quite get it cos i is dumb] i have aquirred a patich caled CORPSE.qc from ... and im sure u have seen this page 53246375 times by now ...
http://www.gamers.org/pub/idgames2/quakec/monsters/
the problem is adding it so it works
the txt does not really help me reason above i guess

Quote:
Modified Corpses ---------------- Call MakeSolidCorpse() and pass the path to the head file of that monster (patch to get the gibbing right). What does this do? Glad you asked.
- Solid, moveable (can push off of edges), gibbable corpses
I assume you know how to compile this.
AsmodeusB (Shawn Kohlsmith)
tazq@sos.on.ca
also on #quakec on undernet

its say too call that func... but is is you know... man im bad at spelling .... loogit all those mispelling.. i think i spell that wrong too UUUUGGGGHHH
and dont get it
any help will help..i mean be apprecated
edit": oh a the phile looks like this ....

Code:
/* * Corpse-related material * By AsmodeusB * It's a solid corpse which can be gibbed, and moved (by running into it). * Also, it falls down if you push it off a cliff. ;)
*/
void() CorpsePain =
{
SpawnMeatSpray (self.origin, crandom() * 100 * v_right);
};
void() CorpseMove =
{
local float dir;
if(other.takedamage != DAMAGE_AIM) // not living
return;
self.origin_z = self.origin_z + 1; // lift off of the ground
self.velocity_x = other.velocity_x/3;
self.velocity_y = other.velocity_y/3;
// no z or we can push the corpse into the ground
self.velocity = self.velocity + '0 0 7'; // add lift
if(self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
};
void() CorpseDie =
{
local float i;
local float j;
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
// MakeSolidCorpse() sets netname to the head model
ThrowHead (self.netname, self.health);
i = 0;
while(i<3)
{
j = random();
if(j > 0.6)
ThrowGib ("progs/gib3.mdl", self.health);
else if(j > 0.3)
ThrowGib ("progs/gib3.mdl", self.health);
else
ThrowGib ("progs/gib3.mdl", self.health);
i = i + 1;
}
};
/*
* This uses entity.netname to hold the head file (for CorpseDie())
* hack so that we don't have to set anything outside this function.
*/
void(string headmdl) MakeSolidCorpse =
{
// Make a gibbable corpse, change the size so we can jump on it
self.health = 140;
// DAMAGE_AIM so that grenades don't bounce off like they do for DAMAGE_YES
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_STEP;
self.flags = self.flags & (!FL_MONSTER);
setsize (self, '-32 -32 -24', '32 32 10');
self.th_stand = SUB_Null;
self.th_walk = SUB_Null;
self.th_run = SUB_Null;
self.th_pain = CorpsePain;
self.th_melee = SUB_Null;
self.th_missile = SUB_Null;
self.th_die = CorpseDie;
self.touch = CorpseMove;
self.netname = headmdl;
};

oh i also need to say i edited the file so it has 140 health [as u can see] becauseits funny to play with gyro monster corpses and "magic hand grenades"
_________________
bah

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sat Aug 16, 2008 7:37 am Post subject: |

oh got it to work, dummy me had to put it in the frame sequence of dying but then i got a thing as i was shooting it:

Quote:
Introduction ]fov 120 ]god godmode ON a shambler joins to kill
CALL2 449(setmodel)setmodel()
weapons.qc : W_FireSpikes
corpse.qc : CorpseDie
combat.qc : Killed
combat.qc : T_Damage
weapons.qc : superspike_touch
<NO FUNCTION>
no precache: fraglimit
===========================
Host_Error: Program error
===========================
]condump

it looks somewhat fiimilar but the are a dffrence in this error
hmm seems i broke a quake law between corpse.qc and combat
_________________
bah

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