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question for the blaster from quake II | Locked | |
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Mar 28 2003 Anchor | ||
how can u remove the sparks that comes from the bullet? i know its easy but i cant figure out... what line must i remove? -- Hmmm... |
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Mar 28 2003 Anchor | |
It's a rendering flag in the code, i think. I haven't ventured into Q2 coding, because I simply don't like Quake2. -- < insert subject games here >
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Mar 29 2003 Anchor | ||
i have a little code here for quake 2 blaster: (im using a quote cus thats easyer for me)
the codes lets me fire 2 bullets, one on top of the middle and one on the bottom, i removed the middle. but when i shoot up the bullets are still under eachother. like this: - So u see one bullet when u shoot above u, and when u shoot in front of u, u see the 2 bullets. like this: : how can i change the code so that when u shoot above u see the 2 bullets, is it something with the bullet angle position? -- Hmmm... |
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Mar 29 2003 Anchor | ||
the smiley is an eight+), without +, so eight) and eight is 8, get it? - Edited By rennie On Sat 29th, Mar 2003 @ 6:25:17am -- Hmmm... |
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Mar 29 2003 Anchor | ||
i found the solution for removing the sparks behind the bullet. in g_weapons.c in void fire_blaster remove this line: bolt->s.effects |= effect;
-- Hmmm... |
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May 26 2003 Anchor | ||
and now it doesnt work :S:S -- Hmmm... |
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May 26 2003 Anchor | |
j00z is teh suq -- ___________________________
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May 27 2003 Anchor | ||
I've never coded Quake2 before but I'm guessing it has a makevectors() function like Quake1. You'd add this before the first VectorSet: makevectors (self.v_angle); Except self.v_angle is probably some huge thing, maybe ent->client->ps.v_angle or something? The next part, I have no idea what the vector math functions are, but in QuakeC it was this: vector tempvec1, tempvec2; tempvec1 = self.origin + v_up * 8; Again, I gots no idea about Quake 2 coding. Sorry ... - Edited By SeienAbunae On Mon 26th, May 2003 @ 11:17:47pm --
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May 28 2003 Anchor | ||
i dont know what you mean... -- Hmmm... |
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