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Tweak Gibbable Monsters (non DP)tut to only gib on explosion

 
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Thu Oct 08, 2009 10:55 am    Post subject: Tweak Gibbable Monsters (non DP)tut to only gib on explosion Reply with quote

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

PostPosted: Thu Oct 08, 2009 11:25 am    Post subject: flags? Reply with quote

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

PostPosted: Fri Oct 09, 2009 7:07 am    Post subject: Reply with quote

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

PostPosted: Fri Oct 09, 2009 8:25 am    Post subject: No comprende Reply with quote

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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