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InsideQC Forums • View topic - removing body parts when shot

removing body parts when shot

Discuss programming in the QuakeC language.

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Re: removing body parts when shot

Postby thommoboy » Sat Feb 11, 2012 7:20 am

can anyone teach me how to do this?
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Re: removing body parts when shot

Postby r00k » Sat Feb 11, 2012 5:05 pm

Make models with missing limbs, mostly this would be a death sequence.
Call the animation frames when player dies, u can be all actual about it and traceline or just
random which animation to call.


Explosive imagination of youth gets crushed by the conundrum of work...
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Re: removing body parts when shot

Postby thommoboy » Sun Feb 12, 2012 1:34 am

no i meant as in can someone teach me how to use the traceline?
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Re: removing body parts when shot

Postby ceriux » Sun Feb 12, 2012 4:10 am

well, the code should be fairly self explanitory, but to me converting it to work with custom models would be hard.
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Re: removing body parts when shot

Postby thommoboy » Sun Feb 12, 2012 4:20 am

the model i am using is just(well im using the base of a demon) but if i sent it to you could you show me how to calculate it or even over slkype
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Re: removing body parts when shot

Postby thommoboy » Sun Feb 12, 2012 4:21 am

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Re: removing body parts when shot

Postby ceriux » Sun Feb 12, 2012 6:36 am

you could always find out how many uints each peace is by it's self. the quake guy is i think 32x 32y 64z (in 3dsmax) so you could take the base, find out the mesurments it's using then draw boxes around your models body parts then get the sizes of those boxes and plug them into the code?

(might work haven't tried it.)
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Re: removing body parts when shot

Postby thommoboy » Sun Feb 12, 2012 6:55 am

can someone show me how to do it XD
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Re: removing body parts when shot

Postby Jukki » Sun Feb 12, 2012 7:20 am

I would like to.

But same time i want you to actualy learn something. You have been basicaly allready told what to do here. Just try your self. You will learn through errors.

And to get you start. Look at the firebullets function. There sill be a Trace_Line function. Also go read qc documentation. There will be told how quakes builtins works. Then try by drawing a image of what you try to do (i do thos with complecs things with math functions). You should have bot math knowledge from school so use it (in example getting height of the bulmets impact would be something like bullethit - monster.origin)

(btw not saying you should not ask. But we are more likely going to answer if you have allready tryed to code it and have like "what is wrong in this code? *pastecode*" than "can ylu guys plezzz show me how to do it"
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Re: removing body parts when shot

Postby Ghost_Fang » Sun Feb 12, 2012 5:11 pm

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Re: removing body parts when shot

Postby thommoboy » Mon Feb 13, 2012 12:04 am

i tried your code ghost_fang but when i shot the enemy(i tried literally everywhere) nothing changed
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Re: removing body parts when shot

Postby Ghost_Fang » Mon Feb 13, 2012 12:14 am

thats just the first half, you need to tell your monster what to do when you perform a headshot, when his self.headshot = TRUE;
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Re: removing body parts when shot

Postby DukeInstinct » Mon Feb 13, 2012 12:22 am

He probably just straight up copied and pasted with the setmodel line still commented out. I wouldn't be surprised whatsoever.
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Re: removing body parts when shot

Postby thommoboy » Mon Feb 13, 2012 12:24 am

hahahahahaha not funny im learning you can't say you were born with a computer in your hands coding quake c can you?
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Re: removing body parts when shot

Postby thommoboy » Mon Feb 13, 2012 12:25 am

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