Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
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Posted: Fri Aug 15, 2008 4:15 am Post subject: |
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Well, the firing function for the nailgun is W_FireSpikes() in weapons.qc.
Also, to make the zombies poison the enemies, try this:
Add this before ZombieGrenadeTouch() in zombie.qc:
Code: |
void() ZombiePoison =
{
self.nextthink = time;
if (self.enemy.health <= 0 || self.enemy.waterlevel > 1) // if the enemy is dead or in water...
{
remove(self); // then heal the poison effect
return;
}
if (self.t_width < time)
{
T_Damage (self.enemy, self, self.owner, 5); // do 5 damage (changeable)
self.t_width = time + 2; (damage enemy every 2 seconds (changeable)
}
};
void(enetity e) GetPoisoned =
{
local entity poison;
poison = spawn ();
poison.owner = self.owner;
poison.enemy = e;
poison.nextthink = time;
poison.think = ZombiePoison;
};
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And in ZombieGrenadeTouch() you'll see a line like this:
Code: |
T_Damage (other, self, self.owner, 10 );
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After that line, add this:
Code: |
GetPoisoned (other);
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If a zombie hit you 2 or more times the poison will do damage twice or more as fast.
Hope this helps.  _________________ There's no signature here. Stop looking for one. |
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