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InsideQC Forums • View topic - Impulse commands

Impulse commands

Discuss programming in the QuakeC language.

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Postby redrum » Wed Aug 22, 2007 4:25 pm

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Postby Orion » Wed Aug 22, 2007 4:37 pm

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Postby redrum » Thu Aug 23, 2007 12:00 am

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Postby redrum » Thu Aug 23, 2007 10:04 pm

Man am I getting frustrated! :x

It didn't work. Still won't compile.

Anyway, I was thinking and tinkering. I thought it would be better if you lost health for picking up a backpack. A penalty for all the goodies. So I tried some coding on my own:


PLAYER BACKPACKS

===============================================================================
*/

void() BackpackTouch =
{
local string s;
local float best, old, new;
local entity stemp;
local float acount;
local float b_switch;

self.touch=health_touch;
self.healamount = -25;
if (self.health <= 0)
return;


if (deathmatch == 4)
if (other.invincible_time > 0)
return;

I added the code in bold.

The good news is it worked. When I grab the backpack I lost 25 health. :o
Bad news is if I died I wouldn't respawn. I'd just lie there on the ground dead. :x

How do I get to respawn?
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Postby scar3crow » Fri Aug 24, 2007 12:44 am

I'm not a coder, but in my dabbling, I have found that if your health goes below 1, and it isn't dealt by T_damage or some sort (anyone can correct me on this I know), it doesn't perform a proper death.

Instead of just doing a negative heal amount, you need to put in the backpack's touch function a damage call to whoever is picking it up. Take a look at the code for weapons and see how they damage things, find the specific line, and try applying similar to the backpack touch.
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Postby Dr. Shadowborg » Fri Aug 24, 2007 4:26 am

What scar3crow said. Also what the iD source code says. T_Damage and T_RadiusDamage should be the only functions used to do damage to the player.
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Postby redrum » Mon Aug 27, 2007 2:42 am

Ok, got it.
All I needed to do was add:

T_Damage (other, self, self, 5);

In (void() BackpackTouch =) to do 5 damage. :)

I have another question.
You know how you lose a frag when you fall to your death?
How can that be removed?
I looked for a (self.frags = self.frags - 1; ) in (void() PlayerPostThink =) in client.qc where the code is for the falling damage, but I didn't see it. :?
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Postby Sajt » Mon Aug 27, 2007 3:05 am

I think that happened in the ClientObituary function (bottom of client.qc)
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby redrum » Mon Aug 27, 2007 4:34 am

OK, found it. Thanks.
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