Tremulous Forum
Mods => Modding Center => Topic started by: Chronoslicer on November 16, 2008, 05:10:30 am
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how do you make a [STATE]? as in complete making it. i've been looking around and cant seems to find anything that defines the SS_'s code
and is it possible to change a specific player's timescale/gravity
oh and is it possible to change the gravity's position?
as in change the gravity position to 90deg so that the players will all stand onto walls and jump does not change the gravity as in wall climb so they will like always stays there
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how do you make a [STATE]? as in complete making it. i've been looking around and cant seems to find anything that defines the SS_'s code
and is it possible to change a specific player's timescale/gravity
oh and is it possible to change the gravity's position?
as in change the gravity position to 90deg so that the players will all stand onto walls and jump does not change the gravity as in wall climb so they will like always stays there
gravity yes, timescale no.
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ok thanks for the fast reply...any idea how to change gravity? ( of a player )
hmm ok..if you say changing timescale is impossible...
what about changing the attackspeed/speed/jump speed
what about grav position
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Look here:
http://code.google.com/p/p-g-qvm/issues/detail?id=138&can=1&colspec=ID%20Type%20Status%20Priority%20Component%20Revision%20Owner%20Summary%20Milestone%20Opened%20Closed%20Modified&start=100
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hmm ok thanks..anyway how do you make a weapon with 0 damage do knockback?
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hmm ok thanks..anyway how do you make a weapon with 0 damage do knockback?
If it's a hitscan weapon then define your firing function like the others in g_weapon.c, but instead of calling G_Damage call some push function that you defined, or simply VectorAdd( target->client->ps.velocity, your_push_vector, target->client->ps.velocity );
If it's a missile-based weapon then you need to look at G_MissileImpact in g_missile.c and do a similar thing there. Every missile calls that function though, so you need to work out how to distinguish your missile (check on classname or something) and only apply the effect if it matches.
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ok..i have no idea what you actually meant but..lets say i wanted to make blaster with 0 damage and knockback how do i do it?
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Ben just said exactly how to do it......................
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ok..i have no idea what you actually meant but..lets say i wanted to make blaster with 0 damage and knockback how do i do it?
He really did just explain this in every bit of detail you could ask for. If you didn't comprehend it, you have two choices: A.) poke around the source code more and learn how the Tremulous missile system and the C language in general works; B.) set g_knockback 10000. Alternatively, get someone who actually knows what they're doing to make a patch for you from g_missile.c that further mods the blaster.
Blaster damage can be altered with the BLASTER_DMG line in tremulous.h, just like every other weapon and class.
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ok wait i think i know a way..i remember i found a mod where theres this gun which i forgot what its called and it pushes enemies back.. i might look around that source.
Thanks for all the help anyways
and im actually Chrono ><
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benmachine's mod has a "suppressor", a blaster model that kind of slaps enemies...
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ok thanks