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Problem with .GroundEntity

 
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Mr Lenguini



Joined: 22 Oct 2004
Posts: 7

PostPosted: Sat Sep 10, 2005 4:54 pm    Post subject: Problem with .GroundEntity Reply with quote

I've created a Lost Soul style enemy that flies around and shoots toward the player and causes touch damage when it hits him. The code works well except when the enemy hits the player from above the hitbox. When it does that, it gives the enemy a .groundentity field at which point it quits taking .velocity inputs and will no longer move. I can still set the enemies location by setorigin() but it will no longer move by any of the regular ways to move the entity. I have tried to change the .touch and .movetype to different settings, but it seems to make no difference. I have also tried to set the .groundentity = world but again, it makes no difference at that point. I am unclear as to how the groundentity field works and how to keep it from appearing as it appears to be .exe side code. From what I understand it is a field set to let the player take falling damage if he should fall and land on an entity (say a box or a door). If anyone knows how to either fix it when it sets the field or perhaps work a way around it so the field is never set then I would be thankful.
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RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Sat Sep 10, 2005 6:04 pm    Post subject: maybe try this? Reply with quote

hey i think i understand what you mean, and i have a suggestion but im no expert so dont get mad if im wrong Razz if theres a section of code somewere that is called every time (nextthink = time + 0.1) put in a code like this:

void() soulthink =
{
self.flags = self.flags - FL_ONGROUND;
self.velocity = etc...
}

i duno if thats what you need, and i know its really simple so i hope you dont think im insulting your intellegence Cool but give it a try hope i helped
-Root one
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RenegadeC



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

PostPosted: Sat Sep 10, 2005 6:56 pm    Post subject: Reply with quote

Yep RooT is right, all flying entities should have FL_ONGROUND removed. I did this for my mods flying AI.. which you can view here:

http://circa1984.com/renegade/QuakeC/ai_fly.txt

// prevent being stuck on the ground
if (self.flags & FL_ONGROUND)
self.flags = self.flags - FL_ONGROUND;
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Sep 10, 2005 7:41 pm    Post subject: Reply with quote

but you'll want to make sure that flag is actually set, before removing it.
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Mr Lenguini



Joined: 22 Oct 2004
Posts: 7

PostPosted: Sat Sep 10, 2005 7:54 pm    Post subject: Reply with quote

I really appreciate how fast you all here got back to me. That would explain why the .flags value went so high as well. Thanks.
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RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Sat Sep 10, 2005 9:34 pm    Post subject: Reply with quote

no problem! im surprised i was right lol my first response to anyones question since im usualy not sure my way of coding is any good hah, well now im confident so if ya got anymore questions lemme know Cool
-Root one
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