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Freeze for Q2 | Locked | |
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Mar 25 2003 Anchor | ||
How can i make a freeze tag for Q2? -- Hmmm... |
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Mar 25 2003 Anchor | ||
Code it. --
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Mar 25 2003 Anchor | ||
Concept, design, implimentation, maintenence. -- Why wont it save me? |
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Mar 25 2003 Anchor | ||
Just implementation. He's not trying to make a mod, he's trying to learn how to mod. He wants a tutorial. --
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Mar 25 2003 Anchor | ||
yep, i need the code, i know it is something in p_weapon.c orso mwhoa i need the code so if u shoot a specified weapon the enemy/player freezes after hit by the bullet, and turns and sees blue for 5 seconds orso. It cant move. After 5 seconds it defrosts. How can i make this happen? I know with coding, but how...? -- Hmmm... |
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Mar 26 2003 Anchor | ||
common, there must be a freeze script... Help me please... -- Hmmm... |
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May 26 2003 Anchor | ||
help? -- Hmmm... |
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May 26 2003 Anchor | |
ai yi yi, calm down... no need to triple post within 24 hours -- ___________________________
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May 27 2003 Anchor | ||
Well, I'm assuming you know a bit about Quake 2 coding, because I don't, but I could help you. First, add this variable to the main entity structure, whatever that may be: Make sure it's initialized to 0 before a game starts and when you respawn. Then, add a freeze gun. if (attacker.weapon == freezegun && target.health > 0) I have no idea how to do it but you should find some player function that's called at 10 frames per second, this is usually where the animation is handled too. Add: Then, somehow make the player unable to move if (self.frozentime). I can't help you there. This is probably very complete, but it should be a step in the right direction. --
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May 27 2003 Anchor | ||
uuuuuuhh... just started a week ago in coding '¬_¬ -- Hmmm... |
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May 31 2003 Anchor | ||
Well then I can't help you any further. If you can't find any tutorials, get on the quakesrc.org forums and ask on the Quake2 DLL coding forum. --
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May 31 2003 Anchor | |
what a nice bit of advice -- Nothing. |
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