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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Thu Oct 08, 2009 10:55 am Post subject: Tweak Gibbable Monsters (non DP)tut to only gib on explosion |
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I followed the tut by Kryton from 06 and wanted to tweak it a bit.
I want the corpses to only die by explosions
Zombies only die on 60 damage in 1 frame
so I upped the life of the corpse to 60, but I dont know where
the function for checking damage or being shot is, so I dont know where to reset health to 60 at.
Also how could I stop the corpse from bleeding when being shot?
..didnt think to check combat.qc.. checking now. |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Thu Oct 08, 2009 11:25 am Post subject: flags? |
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Okay in combat.qc i found where t_damage checks for godmode on
target.
Code: | // check for godmode or invincibility
if (targ.flags & FL_GODMODE) |
couldnt I set a flag called FL_CORPSE
Code: |
and say something like
if (targ.flags & FL_CORPSE)
{if (targ.health < 1) targ.health = 60}; |
and if so, how would I set a flag like that?
deadflag values in defs.qc?
float DEAD_CORPSE = 5; |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Fri Oct 09, 2009 7:07 am Post subject: |
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not sure i havent seen the copse tut, but can u compare FOR the classname of the corpse? |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Fri Oct 09, 2009 8:25 am Post subject: No comprende |
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I dont quite understand what you're asking
but I think so
theres this line in the corpse.qc
self.classname = "monster_corpse";
also
I was told I could set the corpse to solid_trigger, works quite nicely to
stop the gibs from bleeding and only allow them to be gibbed by explosions, (but please respond anyway so I have more study
material) |
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