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One of my qc bits - spikes sometimes get stuck in walls
I call this the "Robinhood" effect...
I havent tried sticking them in living stuff yet, but that is an idea
I'll have to put this bit in the vault
#define MOVETYPE_FOLLOW 12
//description:
//MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
//aiment - the entity this is attached to.
and ...
void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag)
I use attachment for viswep and it works pretty well.
But both of those can be a bit quirky.
With attachment I believe the nail will stay where it stopped.
Just have to add some attachment manage code in the think that removes the nail.
The main thing is that where they stop on a monster model or what have you is not necessarily visually ideal.
One of my qc bits - spikes sometimes get stuck in walls
I call this the "Robinhood" effect...
I havent tried sticking them in living stuff yet, but that is an idea
I'll have to put this bit in the vault
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-Number Six: Patreon.com
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I tried once but getting them to follow is a pain.
Yeah, its a toss up between:
#define MOVETYPE_FOLLOW 12
//description:
//MOVETYPE_FOLLOW implemented, this uses existing entity fields in unusual ways:
//aiment - the entity this is attached to.
and ...
void(entity e, entity tagentity, string tagname) setattachment = #443; // attachs e to a tag on tagentity (note: use "" to attach to entity origin/angles instead of a tag)
I use attachment for viswep and it works pretty well.
But both of those can be a bit quirky.
With attachment I believe the nail will stay where it stopped.
Just have to add some attachment manage code in the think that removes the nail.
The main thing is that where they stop on a monster model or what have you is not necessarily visually ideal.