I was thinking of how water movement is slowed down for the player movement
U could increase the drag extremely and the would move extremely slow
I'll have to look again how I do it in freeze tag but when frozen u can look around
Preventing client velocity/angles input
Re: Preventing client velocity/angles input
Hello frag.machine,frag.machine wrote:My 0.02$:
...
IMHO the simplest way to go would be in the "web" missile touch function. Something like this:
Code: Select all
(...) if (other.classname == "player") { (...) other.pausetime = time + 3; // player is ensnared for this time in seconds }
Note that the player still can turn around and shoot, but can't walk, run or jump.
Your 2 cents are worth 2k dollars
That is why I love this forum so much.
Everything turns out so "easy", with all your support and guidance.
Thank you very much. That seems indeed to be the best way to handle the "web"-thing.
Hello ceriux,ceriux wrote:awesome model did you make it?
As I wrote in the post:
I would never be able to create such a beauty
It is Psionics work (his name is quite well known in the modeling /animating 'scene').
He made many tutorials and supports how to create and animate models.
The download link is no. 5.) in the thread about free models:
http://forums.inside3d.com/viewtopic.php?f=13&t=5074
Re: Preventing client velocity/angles input
@Seven, Quake Requiem mod has a nice weapon called FreezeBomb. It does exactly what you need. Freezes you in place and displays yellow floating particles.
- freezebomb
"Freezes anything it touches. Shoots out little freezers, with a glowing blue proximity. If you get hit, or touch the yellow, you'll get frozen! While frozen, opponents cannot move but can still shoot at half the normal speed. With this weapon you can run through lava without getting burnt."
http://www.reqoning.com/q1req/
- freezebomb
"Freezes anything it touches. Shoots out little freezers, with a glowing blue proximity. If you get hit, or touch the yellow, you'll get frozen! While frozen, opponents cannot move but can still shoot at half the normal speed. With this weapon you can run through lava without getting burnt."
http://www.reqoning.com/q1req/
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Re: Preventing client velocity/angles input
Thank you for your tip, Chip.
Unfortunately no source is included, but this mod has some nice little extra features/ideas wich are very interesting.
Regarding the freezebomb:
The mod I am working on is a DP-only mod, so I will use "pointparticles" for the floating particles.
The idea to slow down the firing-speed while "frozen" is also a good one.
Thank you very much for pointing me to this and all the new ideas.
Seven
Unfortunately no source is included, but this mod has some nice little extra features/ideas wich are very interesting.
Regarding the freezebomb:
The mod I am working on is a DP-only mod, so I will use "pointparticles" for the floating particles.
The idea to slow down the firing-speed while "frozen" is also a good one.
Thank you very much for pointing me to this and all the new ideas.
Seven
Re: Preventing client velocity/angles input
I used to play that mod for hours on end like 10 years ago with some friends.
Too bad the source is not there, I read that they released the QW source, but I couldn't find it anywhere online.
Too bad the source is not there, I read that they released the QW source, but I couldn't find it anywhere online.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Re: Preventing client velocity/angles input
Here's what I use for FreezeTag
U can ignore the proquake stuff...
then in player prethink i just return out before watermove()
Thawing just does a respawn, but u can change the movetype and u should be able to walk again...
Code: Select all
void (entity e) freeze_player =
{
local entity oself;
local string tmp;
if ((e.deathtype == "teledeath")||(e.watertype == CONTENT_LAVA))
{
oself = self;
self = e;
respawn();
self = oself;
return;
}
e.solid = SOLID_SLIDEBOX;
e.movetype = MOVETYPE_BOUNCE;
e.takedamage = DAMAGE_AIM;
e.effects = 0;
e.health = 1;
e.weaponmodel = string_null;
e.items = 0;
e.weapon = 0;
e.view_ofs = '0 0 22';
e.flags = e.flags - (e.flags & FL_ONGROUND);
e.effects = e.effects | EF_FROZEN; //non-glowing polygon shell around the player (Qrack)
//ProQuake players complain they cant see when people are frozen, so make their shirts white.
setcolor (e, 0,(self.team2));
tmp = ftos(e.team2);
stuffcmd(e,";color 0 ");
stuffcmd(e,tmp);
stuffcmd(e,";\n");
sound (e, CHAN_BODY, "fish/bite.wav", 1, ATTN_NORM);
stuffcmd (e, "v_cshift 50 50 100 50\n");// Blue/white screen overlay
e.frozen = TRUE;
e.touch = Frozen_Touch;
e.think = Thaw_Player;
e.nextthink = time + sys_ticrate;
e.velocity = '0 0 0';
}
then in player prethink i just return out before watermove()
Thawing just does a respawn, but u can change the movetype and u should be able to walk again...