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Deathbubbles origin? | Locked | |
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Dec 9 2015 Anchor | ||
Looking for suggestions on improving the .origin for bubbles to make them look closer to the head area. As it is now in stanadard progs, the code is probably good, however, I am taking the corpse a step further, and giving it an avelocity , plus a movetype_bouncemissile so that its got some waterfriction of sorts. Quake never really made a movetype_swim per say, but the bouncemissile basically will do the same as movetype_fly but bounce off walls which is perfect for underwater physics purposes on corpses. The main issue here, is I am giving the corpse a "random" deathframe , not calling the usual ones in playerdie () when we die in waterlevel > 2..... so its hard to say exactly where the head is located on a frame for frame basis. As an experiment I am doing:
So will the makevectors give us the general direction the corpse is rotating into? Or do I need to normalize that first or thereafter? Edited by: Teknoskillz |
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Dec 11 2015 Anchor | |
Um, you mean player.mdl and not h_payer.mdl right... So the waist - which is the model "rotate" point for rotation around the y-axis: '20.77 0.63 -15.62' Note that I specify Quake map or model coords. ent.origin + v_forward * 20 + -15 * v_up The player bounding box does not change unless code changes it, nor does it ever rotate - Moddb.com And I looked to see if makevectors returns normalized vectors. The manual does not say. I will say they are used like they are already length 1, which is my understanding. -- \|/ |
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Dec 12 2015 Anchor | ||
Good stuff ! This also ties in with something else I was doing where I made a .head_ent which is basicly a movetype_follow that occupies the approx coordinates of the players head, using the depictions you posted. Yes, during stand, thats the easy one, but run, attack , pain or die all are complex cases. After just posting in the other thread with the new player_jump frames, perhaps those are the best places to code in the offsets on such an ent for example. Edited by: Teknoskillz |
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