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mods mainly for coop and ffa use because the armor makes it to where you cannot see your custom colors.
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okay so iv been attempting to get visual gear/weapons into quake. essentially what i did was edit the original player model i split the head from the body and weapons. the only part of the players model that it is still tied to the original player ent is the head model.
i spawn a new ent (pbody) and give it , it's own model. i then give the ent a think and next think which points to my body_think function. the body_think function tells pbody, that its frames are the same as its parents frames. the parent being the player/owner of pbody.
here's the thing i join the game with chase_active on i see the body set its frames to the idle frames then it crashes DP.
iv been trying to get help on IRC with this for the past 3 days. but no one there seems to know whats wrong. id really appreciate it if anyone could please point out what iv done/doing wrong. ill post the code here and a link to a pastebin.
--- body(); is only called once in client connect. i don't spam it in playerprethink or playerpostthink.
http://pastebin.com/zjU7kC4E
Code: Select all
// visual attachment stuff (currently crashes)
void() body_think =
{
self.think = self.frame = self.parent.frame; // bodies frame is "parents" frame
self.nextthink = time + 0.1; // think every 0.1 ticks
};
void() body =
{
self.pbody = spawn (); // spawn the body
self.pbody.parent = self ; // the bodies owner is the player
setmodel (self.pbody, "progs/body.mdl"); // he will get the player body model
setattachment (self.pbody, self.pbody.parent, ""); // attach the body model to "parent"
self.pbody.think = body_think; // make the body think
self.pbody.nextthink = time + 0.1; // it thinks every 0.1 ticks
};
EDIT : Right after i made this thread figured it out! im sorry, thread can be deleted. but ill post the fix and maybe the thread can be useful to someone else later on!
THE FIX:
Code: Select all
void() body_think =
{
self.frame = self.parent.frame; // bodies frame is "parents" frame
self.think = body_think;
self.nextthink = time + 0.01; // think every 0.01 ticks
};