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kickheads on & off?

 
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smd



Joined: 23 Sep 2007
Posts: 23

PostPosted: Fri Oct 12, 2007 11:59 am    Post subject: kickheads on & off? Reply with quote

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

PostPosted: Fri Oct 12, 2007 12:16 pm    Post subject: Reply with quote

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?
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smd



Joined: 23 Sep 2007
Posts: 23

PostPosted: Fri Oct 12, 2007 1:37 pm    Post subject: Reply with quote

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

PostPosted: Fri Oct 12, 2007 3:43 pm    Post subject: Reply with quote

Shouldn't it be other.kickgibs?
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Fri Oct 12, 2007 4:11 pm    Post subject: Reply with quote

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

PostPosted: Fri Oct 12, 2007 4:51 pm    Post subject: Reply with quote

CocoT wrote:
Shouldn't it be other.kickgibs?



yes that is the solution!
now it works fine Cool


thanksssssss !!!
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CocoT



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

PostPosted: Tue Oct 16, 2007 2:38 pm    Post subject: Reply with quote

Wink
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Oct 17, 2007 3:01 am    Post subject: Reply with quote

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.
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Wed Oct 17, 2007 3:53 am    Post subject: Reply with quote

I'd ditch all the code
and at the top of kick_touch

put

Code:
if (!other.button2)
     return;


done.
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