Hey, is it possible to make an entity scan for stuff in a elipsoidal cone?
I know it's possible to make it find stuff in a cone with its base as a perfect circle, which uses a function similat to infront(), using the cosine of a specified angle.
But what about elipsoidal cones? Like, they're wider ...
Search found 476 matches
- Tue Oct 12, 2010 2:15 pm
- Forum: QuakeC Programming
- Topic: Narrowing findradius to an elipsoid cone
- Replies: 1
- Views: 942
- Thu Oct 07, 2010 12:10 am
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1681
- Wed Oct 06, 2010 6:14 pm
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1681
- Tue Oct 05, 2010 5:28 pm
- Forum: QuakeC Programming
- Topic: Spawning a trigger between 2 entities...
- Replies: 6
- Views: 1681
Spawning a trigger between 2 entities...
Hey, I'm coding field generators here, when you build 2 of them side by side and an invisible trigger field is spawned between them, with the proper hitbox width. This trigger will check for players, projectiles etc to damage any player that goes through it. Projectiles will simply 'hit' it.
I'm ...
I'm ...
- Mon Sep 06, 2010 5:03 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
Did you see a 'Locked!" message at the center of your screen when you shoot the rocket at the bot's feet? If yes, then it will home at your target, that's why it will try to head at the target's torso. It happens when you're >600 units of distance to your target, and you have to aim at him for at ...
- Sun Aug 29, 2010 4:38 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 11897
- Wed Aug 25, 2010 6:02 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 11897
- Wed Aug 25, 2010 3:47 pm
- Forum: General Discussion
- Topic: Your momma is so fat, Error: Hunk_Alloc: failed on 4 bites
- Replies: 46
- Views: 11897
- Wed Aug 25, 2010 12:23 am
- Forum: QuakeC Programming
- Topic: How to detect FOV value on QC?
- Replies: 6
- Views: 1775
- Tue Aug 24, 2010 8:02 pm
- Forum: QuakeC Programming
- Topic: How to detect FOV value on QC?
- Replies: 6
- Views: 1775
How to detect FOV value on QC?
Hi people..
In my TF mod I'm thinking of making a zoom impulse for the sniper, where he charges up his railgun to deliver more damage.
So, how can I detect a player's last FOV value, using SSQC? So when the player wants to unzoom, he'll return to its old FOV value? Because not everybody plays with ...
In my TF mod I'm thinking of making a zoom impulse for the sniper, where he charges up his railgun to deliver more damage.
So, how can I detect a player's last FOV value, using SSQC? So when the player wants to unzoom, he'll return to its old FOV value? Because not everybody plays with ...
- Mon Aug 23, 2010 7:58 pm
- Forum: QuakeC Programming
- Topic: slo mo replays?
- Replies: 15
- Views: 4079
Impossible. Unless if you modify the engine, but it's another story, because of different language than QC.
To do that I'd imagine "time traveling" in QC messing around with 'time'. But even in the virtual world you can't get back or forward into time, just "fake time traveling", but then it doesn ...
To do that I'd imagine "time traveling" in QC messing around with 'time'. But even in the virtual world you can't get back or forward into time, just "fake time traveling", but then it doesn ...
- Mon Aug 23, 2010 12:52 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
Actually the only teamwork I've coded is medics healing teammates, and bots calling for nearby medics when injured.
The waypoint system I coded is rather simple, so the bots will always try to get the enemy flag. But you don't see all bots attacking at the same time because some take longer to get ...
The waypoint system I coded is rather simple, so the bots will always try to get the enemy flag. But you don't see all bots attacking at the same time because some take longer to get ...
- Sun Aug 22, 2010 6:37 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Thu Aug 19, 2010 2:04 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059
- Thu Aug 19, 2010 12:55 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 17059