creating a footkick in QC ??;)
Moderator: InsideQC Admins
4 posts
• Page 1 of 1
creating a footkick in QC ??;)
can you guys tell me how i can create a "footkick"??
the footkick should be activated by a seperate assigned button (like the knife in call of duty) and my equipped weapon should be still displayed...??
lets say my footkick is "IT_FOOT"...
thanks
the footkick should be activated by a seperate assigned button (like the knife in call of duty) and my equipped weapon should be still displayed...??
lets say my footkick is "IT_FOOT"...
thanks
-

dr_mabuse - Posts: 80
- Joined: Sat Sep 03, 2011 6:07 pm
Re: creating a footkick in QC ??;)
To Assign a footkick you do not need to have any "IT_..." I guess the player does not need any new item to throw kicks, and no need to select the kicks (like a regular weapon). It would be like a secondary attack. You can call easily the function in impulse_commands for example.
But (sepaking about v_model) if you are not using darkplaces (to support veiwmodelforclient) you can´t show the weapon model and the leg model in the screen. You can´t call two "weaponmodel" in the screen, for example if your "leg model" has 4 frames, you need write in weapons, very above, something like:
and in "impulsecommands" function:
After in player.qc, before the line "void() PainSound ="
This is just a idea to write something like you want, i didnt test it
But (sepaking about v_model) if you are not using darkplaces (to support veiwmodelforclient) you can´t show the weapon model and the leg model in the screen. You can´t call two "weaponmodel" in the screen, for example if your "leg model" has 4 frames, you need write in weapons, very above, something like:
- Code: Select all
void ()player_kick;
void() FootKick =
{
self.weaponmodel = "progs/v_leg.mdl";
self.attack_finished = time + 1.5;
player_kick ();
}:
and in "impulsecommands" function:
- Code: Select all
if (self.impulse == 14)
FootKick ();
After in player.qc, before the line "void() PainSound ="
- Code: Select all
void() player_kick = [$axatt1, player_kick1 ] {self.weaponframe=1; };//i am using the axe frames of the player to test, use your custom frames :)
void() player_kick1 = [$axatt2, player_kick2 ] {self.weaponframe=2;};
void() player_kick2 = [$axatt3, player_kick3 ] {self.weaponframe=3; W_FireAxe();};//here you need to call your custom attack, i am using fireaxe to test the code :)
void() player_kick3= [$axatt4, player_run ] {self.weaponframe=4; W_SetCurrentAmmo(); };
This is just a idea to write something like you want, i didnt test it
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: creating a footkick in QC ??;)
thanks, i will try it 
my goal is to re-create the footkick from wolfenstein, or something like the knife in call of duty
EDIT: Nice, works thanks for the little help
http://www.moddb.com/games/wolfenstein-arcade/images/roundhouse-kick
my goal is to re-create the footkick from wolfenstein, or something like the knife in call of duty
EDIT: Nice, works thanks for the little help
http://www.moddb.com/games/wolfenstein-arcade/images/roundhouse-kick
-

dr_mabuse - Posts: 80
- Joined: Sat Sep 03, 2011 6:07 pm
Re: creating a footkick in QC ??;)
Hello dr_mabuse,
if you didnt see this thread before, be sure to read it carefully:
viewtopic.php?f=13&t=2969
It will give you additional ideas/codes/models.
Kind regards,
Seven
if you didnt see this thread before, be sure to read it carefully:
viewtopic.php?f=13&t=2969
It will give you additional ideas/codes/models.
Kind regards,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
4 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest