Just from looking at how the corpse solid applies - it looks like it'd be only the player that causes it.
The corpse becomes non solid when the player is touching it, so that's why it falls through the ground if you're near. Guess decent way to fix it would be for the corpse code to kick in a second ...
Search found 70 matches
- Wed Apr 13, 2011 8:32 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Thu Mar 31, 2011 8:16 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
I will def have to apply this :)
One possible bug did come to mind. Does this set the corpse itself to non-solid if a player is standing in it or just make the player pass through it while still remaining solid?
Reason I ask is a possible bug can be if a player is standing in the entity, it's then ...
One possible bug did come to mind. Does this set the corpse itself to non-solid if a player is standing in it or just make the player pass through it while still remaining solid?
Reason I ask is a possible bug can be if a player is standing in the entity, it's then ...
- Wed Mar 30, 2011 3:24 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
- Wed Mar 30, 2011 3:28 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511205
Great work on that tut for the gibbable corpses would be perfect once you fix the bugs you mentioned (that non-solid walls becomes a big one lol).
As I don't have a full understanding of the engine, I always thought if one made the height "hit box" of the corpse very small it would allow the player ...
As I don't have a full understanding of the engine, I always thought if one made the height "hit box" of the corpse very small it would allow the player ...
- Wed Mar 30, 2011 3:10 am
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 65165
- Sun Mar 27, 2011 6:45 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 123740
Only thing for the player corpses I can think of is you'd have to edit the "PlayerDie" or "PlayerDead" function in player.qc
PlayerDead is called on the last frame of death - like how you apply the corpse code on the last frame. However it only seems to be for respawn.
Perhaps you could "fake" the ...
PlayerDead is called on the last frame of death - like how you apply the corpse code on the last frame. However it only seems to be for respawn.
Perhaps you could "fake" the ...
- Sun Mar 27, 2011 5:41 pm
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 65165
- Sun Mar 27, 2011 3:54 am
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 65165
Well this covers all I need. Grapple may just be "cut". I am just bringing all the "Official" and "PreRelease" weapons and monsters into 1 game. So DoE and SoA packs will be required.
Copy Pak0.pak of SoA to the mod folder
Copy Pak0.pak of DoE to the mod folder and name it to Pak1.pak
Pak2.pak will ...
Copy Pak0.pak of SoA to the mod folder
Copy Pak0.pak of DoE to the mod folder and name it to Pak1.pak
Pak2.pak will ...
- Sun Mar 27, 2011 2:24 am
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725
- Sun Mar 27, 2011 2:23 am
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 65165
- Sat Mar 26, 2011 5:25 am
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725
Actually am fine with "Direct Button" selecting the first. Do want it to be tapped like in the Mission Packs - Pushing 4 in MP2 brings up NailGun, push again brings up LavaNG. If you switch weapons and push 4 again - it's NG brought up (eventhough LavaNG was last used). You can however select the ...
- Fri Mar 25, 2011 2:05 am
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725
- Thu Mar 24, 2011 6:23 pm
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725
- Wed Mar 23, 2011 9:08 pm
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725
- Wed Mar 23, 2011 5:24 pm
- Forum: QuakeC Programming
- Topic: Confusing error
- Replies: 24
- Views: 4725