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InsideQC Forums • View topic - Painframes modification

Painframes modification

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Painframes modification

Postby Cobalt » Thu Jul 03, 2014 8:39 am

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Re: Painframes modification

Postby c0burn » Thu Jul 03, 2014 9:52 pm

This is to stop it borking player animations. For example player_nail1 would be aborted if a pain frame started, stopping the player from firing.
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Re: Painframes modification

Postby Cobalt » Fri Jul 04, 2014 5:17 am

Coburn? They said you were dead.

Long time no see...not sure what you mean. Oh ok, yea....now I see. Heck - anyone can continue firing a weapon when geting shot...what was I thinking?

What? Quake is not real life and is just a game ??? ! !! ! ? No way !

EDIT: Thought about it some more, and I will do some tests to confirm, but since my mod is CTF based, I can probably add this perk to the Regeneration Rune, where if you have the rune, it wont knock you out of the weapon firing sequence.

Theres also another factor I have not given a real name yet, but it could be the air_finished float. It does sort of reflect your current "breath" so to speak, and in my mod I am putting in a sprinting feature pretty identical to RTCW''s (Q3 mod) sprint feature where you have a sprinting button and level bar. Lets say you just sprinted to the max, then you get shot. Chances are you pop out of your firing frames rather than continue to attack because you are now a potential target 2 times. But maybe it depends, and ought to be lefe up to the player to decide, but I think as it is now, the Quake code stops the nail firing until the pain is done, then if they still are holding down the button, the next opportunity to attack it will start firing agian. So I guess if they keep attacking you , you would be stuck in pain and not be able to attack back at all - which I have to say kind of makes sense.....die hard fast paced action Quake players probably would no likey....or maybe this would only happen if the attacker is using Strength rune or the Quad? Makes for some cute experiments anyway...
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