Using the Kicking Gibs with SolidMonsterPatch. I can Kick the Gibs, but the head stay at the dropped position and i cant touch/kick it.
here some changes from the solid monster patch, maybe it helps:
monster.qc
jsubs.qcvoid() monster_dead_push =
{
local float dir;
dir = vectoyaw(other.velocity);
self.origin = self.origin + '0 0 1'; // Now we can be lifted, pushed off ledges, &c
walkmove(dir, 7);
};
void(string headmdl) monster_gib =
{
if (self.classname == "monster_demon1" || self.classname == "monster_dog" || self.classname == "monster_ogre" || self.classname == "monster_wizard")
{
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowHead (headmdl, self.health);
}
else
{
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
ThrowHead (headmdl, self.health);
}
};
void() monster_corpse_gib =
{
monster_gib(self.weaponmodel);
};
void(vector bb1, vector bb2, string headmdl) monster_corpse_setup =
{
setsize(self, bb1, bb2);
self.weaponmodel=headmdl; // This should be unused in monsters
//self.health=35;
self.health=60;
self.th_stand = SUB_Null;
self.th_walk = SUB_Null;
self.th_run = SUB_Null;
self.th_pain = SUB_Gib;
self.th_die = monster_corpse_gib;
self.th_melee = SUB_Null;
self.th_missile = SUB_Null;
//self.touch = monster_dead_push; // This does funny things
self.takedamage= DAMAGE_AIM; // grenades explode
self.flags = self.flags &! FL_MONSTER; // Next "death" isn't counted
};
and at the monster file, for example soldier.qcvoid(string gibname, float dm) ThrowGib;
float() random;
void() SUB_Gib =
{
local vector x,y,v;
x='1 0 0';
y='0 1 0';
v=x*(50-random()*100)+y*(50-random()*100);
if (random() < 0.// Meat spray only, most of the time
SpawnMeatSpray(self.origin, v);
else if (random() < 0.3)
ThrowGib("progs/gib1.mdl", self.health);
else if (random() < 0.5)
ThrowGib("progs/gib2.mdl", self.health);
else
ThrowGib("progs/gib3.mdl", self.health);
};
and the kicking calls at player.qc:void() army_die =
{
// check for gib
if (self.health < -35)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
monster_gib("progs/h_guard.mdl");
return;
}
// regular death
sound (self, CHAN_VOICE, "soldier/death1.wav", 1, ATTN_NORM);
if (random() < 0.5)
army_die1 ();
else
army_cdie1 ();
// We want a corpse: No actions, a little health, and a new .th_die
// Frob some flags so we're damagable as well
monster_corpse_setup('-16 -16 -24', '16 16 -10', "progs/h_guard.mdl");
};
void(string gibname, float dm) ThrowGib =
{
local entity new;
new = spawn();
new.origin = self.origin;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage (dm);
new.movetype = MOVETYPE_BOUNCE;
//new.solid = SOLID_NOT;
new.solid = SOLID_TRIGGER; // Set it up for a trigger event
new.touch = kick_touch; // Call kick_touch when touched
new.avelocity_x = random()*600;
new.avelocity_y = random()*600;
new.avelocity_z = random()*600;
new.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random()*10;
new.frame = 0;
new.flags = 0;
};
void(string gibname, float dm) ThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
// self.solid = SOLID_NOT;
self.solid = SOLID_TRIGGER;
self.touch = kick_touch;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = VelocityForDamage (dm);
self.origin_z = self.origin_z - 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom() * '0 600 0';
};