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some questions

Started by Chronoslicer, November 16, 2008, 05:10:30 AM

Chronoslicer

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

kevlarman

Quote from: Chronoslicer on November 16, 2008, 05:10:30 AM
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.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Chronoslicer

#2
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


Chronoslicer

hmm ok thanks..anyway how do you make a weapon with 0 damage do knockback?

benmachine

Quote from: Chronoslicer on November 16, 2008, 03:02:04 PM
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.
benmachine

Chronoslicer

#6
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?

3of12

Ben just said exactly how to do it......................

Einstein

#8
Quote from: Chronoslicer on November 17, 2008, 05:40:21 AM
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.

D4rkSiNz

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 ><

n.o.s.brain

benmachine's mod has a "suppressor", a blaster model that kind of slaps enemies...