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cant get the corpse patch to work

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cant get the corpse patch to work

Postby MeTcHsteekle » Sat Aug 16, 2008 3:35 am

putting ght "zombie gib gun" on hold for a bit [because the nailweapons and "w_fire spikes" are all inter twind and i cant quite get it cos i is dumb]

i have aquirred a patich caled CORPSE.qc from

... and im sure u have seen this page 53246375 times by now ...
http://www.gamers.org/pub/idgames2/quakec/monsters/

the problem is adding it so it works

the txt does not really help me reason above i guess

Modified Corpses
----------------

Call MakeSolidCorpse() and pass the path to the head file of that monster
(patch to get the gibbing right).

What does this do? Glad you asked.
- Solid, moveable (can push off of edges), gibbable corpses

I assume you know how to compile this.

AsmodeusB (Shawn Kohlsmith)
tazq@sos.on.ca
also on #quakec on undernet


its say too call that func... but is is you know... man im bad at spelling .... loogit all those mispelling.. i think i spell that wrong too UUUUGGGGHHH
and dont get it :|
any help will help..i mean be apprecated :D

edit": oh a the phile looks like this ....

Code: Select all
/*
 * Corpse-related material
 * By AsmodeusB
 * It's a solid corpse which can be gibbed, and moved (by running into it).
 * Also, it falls down if you push it off a cliff. ;)
 */
 

void() CorpsePain =
{
 SpawnMeatSpray (self.origin, crandom() * 100 * v_right);
};

void() CorpseMove =
{
 local float dir;

 if(other.takedamage != DAMAGE_AIM)   // not living
   return;

 self.origin_z = self.origin_z + 1;      // lift off of the ground
 self.velocity_x = other.velocity_x/3;
 self.velocity_y = other.velocity_y/3;
 // no z or we can push the corpse into the ground

 self.velocity = self.velocity + '0 0 7';   // add lift
 
 if(self.flags & FL_ONGROUND)
   self.flags = self.flags - FL_ONGROUND;
};

void() CorpseDie =
{
 local float i;
 local float j;

 sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
 // MakeSolidCorpse() sets netname to the head model
 ThrowHead (self.netname, self.health);
 i = 0;
 while(i<3)
 {
  j = random();
  if(j > 0.6)
    ThrowGib ("progs/gib3.mdl", self.health);
  else if(j > 0.3)
    ThrowGib ("progs/gib3.mdl", self.health);
  else
    ThrowGib ("progs/gib3.mdl", self.health);
  i = i + 1;
 }
};


/*
 * This uses entity.netname to hold the head file (for CorpseDie())
 * hack so that we don't have to set anything outside this function.
 */

void(string headmdl) MakeSolidCorpse =
{
// Make a gibbable corpse, change the size so we can jump on it

   self.health = 140;
// DAMAGE_AIM so that grenades don't bounce off like they do for DAMAGE_YES
   self.takedamage = DAMAGE_AIM;
   self.solid = SOLID_BBOX;
   self.movetype = MOVETYPE_STEP;
   self.flags = self.flags & (!FL_MONSTER);
   setsize (self, '-32 -32 -24', '32 32 10');
   self.th_stand = SUB_Null;
   self.th_walk = SUB_Null;
   self.th_run = SUB_Null;
   self.th_pain = CorpsePain;
   self.th_melee = SUB_Null;
   self.th_missile = SUB_Null;
   self.th_die = CorpseDie;
   self.touch = CorpseMove;
   self.netname = headmdl;
};


oh i also need to say i edited the file so it has 140 health [as u can see] becauseits funny to play with gyro monster corpses and "magic hand grenades"
bah
MeTcHsteekle
 
Posts: 399
Joined: Thu May 15, 2008 10:46 pm
Location: its a secret

Postby MeTcHsteekle » Sat Aug 16, 2008 7:37 am

oh got it to work, dummy me had to put it in the frame sequence of dying :roll:

but then i got a thing as i was shooting it:

Introduction
]fov 120
]god
godmode ON
a shambler joins to kill
CALL2 449(setmodel)setmodel()
weapons.qc : W_FireSpikes
corpse.qc : CorpseDie
combat.qc : Killed
combat.qc : T_Damage
weapons.qc : superspike_touch
<NO FUNCTION>
no precache: fraglimit


===========================
Host_Error: Program error
===========================

]condump


it looks somewhat fiimilar but the are a dffrence in this error

hmm seems i broke a quake law between corpse.qc and combat
bah
MeTcHsteekle
 
Posts: 399
Joined: Thu May 15, 2008 10:46 pm
Location: its a secret


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