Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

item_deadbody ?

| Inside3d Forums Forum Index -> QuakeC Programming

View previous topic :: View next topic
Author | Message
--- | ---
Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Nov 25, 2009 6:32 pm Post subject: item_deadbody ? |

First, having a corpse or 2 sitting around on a map, how would label the entity? item_deadbody implies you can pick it up monster_deadbody implies it is a monster What should it be called? Anyways, how would one go about writing QuakeC to have a dead body or 2 laying around in an area where the map has it as an entity?

Back to top |

Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Wed Nov 25, 2009 6:38 pm Post subject: |

Just make a new entity that sets it's frame to the dead frame and doesn't collide.

Back to top |

Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Wed Nov 25, 2009 8:33 pm Post subject: Re: item_deadbody ? |

Baker wrote:
First, having a corpse or 2 sitting around on a map, how would label the entity? item_deadbody implies you can pick it up monster_deadbody implies it is a monster What should it be called? Anyways, how would one go about writing QuakeC to have a dead body or 2 laying around in an area where the map has it as an entity?

func_corpse
corpse
dead_body
deadbody
detail_player_body
Whatever works.
To do this, just have a function in your code with the same name as the entity you place in your map. Have it set its model to the players' model, and the frame to one of the "I'm lying down dead not hurting anyone" frame. Alternately, you can let the mapper set the frame for you, which puts more power in their fingers.
Set solid to SOLID_NOT, and probably set movetype to MOVETYPE_TOSS so the corpse moves with platforms etc. You can also set its size in this case so that it will sit on the floor at the right height.
You could actually take it to an extreme and make a super-generic entity that will accept any model from the mapper, and even let him set options to give the model an animation (in case the model doesn't already have a frame group for that). That's what I did in my voidents mod. If all you want is player bodies though, it's much easier to just do the simple way.
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

Back to top |

r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Thu Nov 26, 2009 5:20 pm Post subject: |

Hmm, this gives me an idea of a statue entity, choose the model/frame, then colormap it to gray. Make it gib-able, or transparent like a hologram

Back to top |

Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Nov 26, 2009 6:29 pm Post subject: |

Mandatory lecture: http://www.celephais.net/board/view_thread.php?id=37116 _________________ Quake Maps

Back to top |

Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri Nov 27, 2009 1:35 am Post subject: |

Spirit wrote:
Mandatory lecture: http://www.celephais.net/board/view_thread.php?id=37116

That's a cool thread there.
That said, me being a lazy bastard and not wanting to spend like 2-3 minutes per corpse entity made a misc_pcorpse entity in player.qc, set it up so that it used self.weapon and the resident framemacros, then slapped it into a quake.fgd with pulldown menu for each lying dead frame.
_________________
"Roboto suggests Plasma Bazooka."

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> QuakeC Programming | All times are GMT
Page 1 of 1

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group