Impulse commands
Moderator: InsideQC Admins
39 posts
• Page 3 of 3 • 1, 2, 3
Guys, I tried some of the tutorials. I got to the footsteps to work, and the proportional fall damage to work as well. (Didn't teach me much though, more of a walk-thru).
I can't get the healing backpack to work. Is the tutorial correct?
Where can I find the "Coffee" Tutorials?
Thanks for putting up with a noob!
I can't get the healing backpack to work. Is the tutorial correct?
Where can I find the "Coffee" Tutorials?
Thanks for putting up with a noob!
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
There's a mistake in the healing backpack tutorial.
To fix that, find BackpackTouch() in items.qc, and after this line: (other.ammo_cells = other.ammo_cells + self.ammo_cells)
Add this:
Now the player will receive health.
Here you can find the Coffee's tutorials.
To fix that, find BackpackTouch() in items.qc, and after this line: (other.ammo_cells = other.ammo_cells + self.ammo_cells)
Add this:
- Code: Select all
other.health = other.health + self.health;
if (other.health > other.max_health)
other.health = other.max_health;
Now the player will receive health.
Here you can find the Coffee's tutorials.
-

Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
Man am I getting frustrated!
It didn't work. Still won't compile.
Anyway, I was thinking and tinkering. I thought it would be better if you lost health for picking up a backpack. A penalty for all the goodies. So I tried some coding on my own:
PLAYER BACKPACKS
===============================================================================
*/
void() BackpackTouch =
{
local string s;
local float best, old, new;
local entity stemp;
local float acount;
local float b_switch;
self.touch=health_touch;
self.healamount = -25;
if (self.health <= 0)
return;
if (deathmatch == 4)
if (other.invincible_time > 0)
return;
I added the code in bold.
The good news is it worked. When I grab the backpack I lost 25 health.
Bad news is if I died I wouldn't respawn. I'd just lie there on the ground dead.
How do I get to respawn?
It didn't work. Still won't compile.
Anyway, I was thinking and tinkering. I thought it would be better if you lost health for picking up a backpack. A penalty for all the goodies. So I tried some coding on my own:
PLAYER BACKPACKS
===============================================================================
*/
void() BackpackTouch =
{
local string s;
local float best, old, new;
local entity stemp;
local float acount;
local float b_switch;
self.touch=health_touch;
self.healamount = -25;
if (self.health <= 0)
return;
if (deathmatch == 4)
if (other.invincible_time > 0)
return;
I added the code in bold.
The good news is it worked. When I grab the backpack I lost 25 health.
Bad news is if I died I wouldn't respawn. I'd just lie there on the ground dead.
How do I get to respawn?
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
I'm not a coder, but in my dabbling, I have found that if your health goes below 1, and it isn't dealt by T_damage or some sort (anyone can correct me on this I know), it doesn't perform a proper death.
Instead of just doing a negative heal amount, you need to put in the backpack's touch function a damage call to whoever is picking it up. Take a look at the code for weapons and see how they damage things, find the specific line, and try applying similar to the backpack touch.
Instead of just doing a negative heal amount, you need to put in the backpack's touch function a damage call to whoever is picking it up. Take a look at the code for weapons and see how they damage things, find the specific line, and try applying similar to the backpack touch.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
What scar3crow said. Also what the iD source code says. T_Damage and T_RadiusDamage should be the only functions used to do damage to the player.
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Ok, got it.
All I needed to do was add:
T_Damage (other, self, self, 5);
In (void() BackpackTouch =) to do 5 damage.
I have another question.
You know how you lose a frag when you fall to your death?
How can that be removed?
I looked for a (self.frags = self.frags - 1; ) in (void() PlayerPostThink =) in client.qc where the code is for the falling damage, but I didn't see it.
All I needed to do was add:
T_Damage (other, self, self, 5);
In (void() BackpackTouch =) to do 5 damage.
I have another question.
You know how you lose a frag when you fall to your death?
How can that be removed?
I looked for a (self.frags = self.frags - 1; ) in (void() PlayerPostThink =) in client.qc where the code is for the falling damage, but I didn't see it.
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
-

redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
39 posts
• Page 3 of 3 • 1, 2, 3
Who is online
Users browsing this forum: No registered users and 1 guest