Electro and I want to work on some improvements to the bodyque routine that involve getting some more information about the physics of the player , and pass them onto the body image so that you get perhaps an avelocity poroprtional to the effect of a rocket explosion that kills a player in mid air. Anyone interested in collaborating?
If we start with your legacy type rocket explosion, there is I think a velocity passed over to the image so the shockwave physics effect is visible, but if you notice carefully, the deathframes for that kind of condition I think are picked from the same qc that creates any death scene. If I remember, the QC picks a random death scene no matter what?
So in this modification, we could perhaps do a traceline check if the player is (!droptofloor) at the time of the death, and depending on our traceline length, which determines how high up we are, we could assign an avelocity to the image that would correspond with gravitys acceleration effect and such....which I believe would also effect avelocity of the image.
Pretty much I think we need to check X,Y and Z velocities for whichevdeer is the greatest, and have a tendency to roll the avelocity in that direction on the model. Also picking a death frame that corresponds to that same angle, and reframing might come out neat too.
Electro said he is blanking out the player model in his mod when it dies, and doing its own seperate death with another eitity, which is a little different than how legacy qc does it, but
I like the idea of detecting this extra kind of death condition, switching ovder the players view to that of the new image, and not allowing him to respawn till the effect is finished.
EDIT: Just for my own notes, add in changes to the image's model angles (along with some pain sounds) for each time a touch is called and it has a velocity and is not on ground. Once velocity is zero, switch to a normal final death frame and angle.