You could do a trace from the entity thats supposed to be pointing, and keep rotating the entity until the trace collides with the player.
That's a good way to waste CPU cycles. traceline is one of the most expensive built-ins in QuakeC because it relies heavily in SV_RecursiveHullCheck(). Sajt's ...
Search found 368 matches
- Sun Jan 23, 2011 12:02 am
- Forum: QuakeC Programming
- Topic: One entity pointing to another
- Replies: 8
- Views: 2003
- Sat Jan 22, 2011 9:19 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511200
- Sat Jan 22, 2011 8:49 pm
- Forum: Gameplay & Design
- Topic: Weapon feedback
- Replies: 32
- Views: 44368
- Sat Jan 22, 2011 8:44 pm
- Forum: QuakeC Programming
- Topic: Change player size?
- Replies: 22
- Views: 9337
no, the players size would have to be changed with a new model. the size of the quake guy is acurate to the world hes in. even if you were to change the size of the player model, it wouldnt matter. the collision boxes wouldnt match your model.
Yes, my advice if you don't want to mess with custom ...
Yes, my advice if you don't want to mess with custom ...
- Sat Jan 22, 2011 8:42 pm
- Forum: QuakeC Programming
- Topic: One entity pointing to another
- Replies: 8
- Views: 2003
- Tue Jan 18, 2011 12:54 pm
- Forum: Tutorial Help
- Topic: per polygon hit detection tutorial?
- Replies: 20
- Views: 35777
- Tue Jan 18, 2011 12:52 pm
- Forum: QuakeC Programming
- Topic: Help: displaying 'Time left in Game'
- Replies: 9
- Views: 2048
- Tue Jan 18, 2011 12:49 pm
- Forum: Programming Tutorials
- Topic: FRIK_FILE sanity
- Replies: 6
- Views: 3504
- Fri Jan 14, 2011 10:59 pm
- Forum: Programming Tutorials
- Topic: [Tutorial PSP/PC] - Adding a nohud Cvar.
- Replies: 1
- Views: 2228
[Tutorial PSP/PC] - Adding a nohud Cvar.
It has been a while since I've made a tutorial, the effect of this one is simple, but it shows how to setup cvars, and what the return command does.
The code for this is my own, I implemented it in a different engine, thus it may require changes for stock Quake, but hey you never know ...
The code for this is my own, I implemented it in a different engine, thus it may require changes for stock Quake, but hey you never know ...
- Wed Jan 12, 2011 2:01 pm
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 77450
- Sat Jan 08, 2011 2:59 pm
- Forum: Tutorial Help
- Topic: per polygon hit detection tutorial?
- Replies: 20
- Views: 35777
- Sat Jan 08, 2011 5:26 am
- Forum: General Discussion
- Topic: Quake 1 split screen?
- Replies: 11
- Views: 4734
- Sat Jan 08, 2011 5:17 am
- Forum: Tutorial Help
- Topic: per polygon hit detection tutorial?
- Replies: 20
- Views: 35777
Re: per polygon hit detection tutorial?
http://www.telefragged.com/thefatal/q_t ... lision.txtmetalmodman wrote:I think I remember some one posting a link to a per polygon hit detection tutorial for quake one, but I cant find it. Does any one know what I'm talking about?
- Wed Jan 05, 2011 9:15 pm
- Forum: General Discussion
- Topic: Which would you prefer? Speed/Turtle Modding?
- Replies: 11
- Views: 2827
- Wed Jan 05, 2011 12:39 pm
- Forum: Engine Programming
- Topic: Isometric camera
- Replies: 23
- Views: 4943
Well, if you want to distinguish between the enemie being dead or not, this might be useful.
if (ent->health > 0)
{
}
Though you probably already knew that.
This also might be of use.

if (ent->health > 0)
{
}
Though you probably already knew that.
This also might be of use.
Code: Select all
player->origin[0]-ent->origin[0]
ent->origin[1]-player->origin[1]
