Search found 11 matches
- Thu Jul 30, 2009 10:10 pm
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Re: Best way to do Power Struggles?
Thanks for the concern, but these days (or should I say years :olo: ) I don't think it's something to worry about any more. Heck, valve are listing mods on their steam site that infringe on IP's. Even a Dragonball Z one! http://store.steampowered.com/app/90003/ Sure, that doesn't mean it's right, bu...
- Fri Jul 10, 2009 4:34 am
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Re: Best way to do Power Struggles?
Nevermind! Got it working smooth as silk now :D Here is the code just in case people want to know how I did it: // Struggle away! }else{ VectorCopy(self->r.currentOrigin,start); VectorCopy(self->s.pos.trDelta,dir); VectorCopy(self->r.currentAngles,dir2); VectorNormalize(dir); VectorScale(dir,0.2,dir...
- Thu Jul 09, 2009 7:58 pm
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Re: Best way to do Power Struggles?
Thanks! Alright, been tweaking things a bit, but I can't get the attacks to remain smooth in movement, they seem to jump a bit back and forth, and the effect is seen greater when the attacks have quite a bit of speed. Any advice on how to fix that? This is my struggle code at the moment: Note: ET_BE...
- Mon Jul 06, 2009 3:36 am
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Re: Best way to do Power Struggles?
Alright, fixed it! This seems to work good enough :) void Think_NormalMissileStruggle (gentity_t *self) { int difference1,difference2,power1,power2,speed1,speed2; vec3_t forward; speed1 = self->speed; speed2 = self->enemy->speed; power1 = self->powerLevel; power2 = self->enemy->powerLevel; differenc...
- Sat Jul 04, 2009 9:01 pm
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Re: Best way to do Power Struggles?
Well, I've got a similar setup that thought did the same thing. But it seems the way I'm adjusting the speed and trajectory is not really working. Here is some code: This function below gets called from the G_RunMissile function if the missile impacts with another in the G_MissileImpact function (tu...
- Fri Jul 03, 2009 8:23 pm
- Forum: Programming Discussion
- Topic: Best way to do Power Struggles?
- Replies: 8
- Views: 3320
Best way to do Power Struggles?
I need help here, having major headaches over this :( What Power Struggles in the game I'm working on is, is the following: An energy ball (or missile/bolt in q3 terms) fired by the player has a certain amount of power in to it, and this energy ball can collide with other energy balls and depending ...
- Tue Jun 30, 2009 6:56 pm
- Forum: Programming Discussion
- Topic: Passing playerstate info from game to cgame the proper way?
- Replies: 9
- Views: 3677
Re: Passing playerstate info from game to cgame the proper way?
Found out what the problem was, my enums were conflicting with other variables with the same names :P doh. Everything is well 

- Tue Jun 30, 2009 1:16 am
- Forum: Programming Discussion
- Topic: Passing playerstate info from game to cgame the proper way?
- Replies: 9
- Views: 3677
Re: Passing playerstate info from game to cgame the proper way?
Alright got a question! Is there a limit to how much I can put into the playerState struct? I've been adding more things into it, and it seems some stuff isn't working anymore. Does putting things into arrays help much, like for example "float baseStats[MAX_BASESTATS];" ? I've got added a ...
- Mon Jun 29, 2009 3:42 am
- Forum: Programming Discussion
- Topic: Code3arena down?
- Replies: 8
- Views: 15346
Code3arena down?
Anyone know if it's down for good? I learnt a lot from there, it would be a shame to see another great quake 3 progrmaming resource site go down ( the other was quakesrc.org ). I get worried about this place too, with that message that comes up saying max users exceeded by a certain user from time t...
- Mon Jun 08, 2009 2:27 pm
- Forum: Programming Discussion
- Topic: Passing playerstate info from game to cgame the proper way?
- Replies: 9
- Views: 3677
Re: Passing playerstate info from game to cgame the proper way?
Ah that's it! That did the trick, thanks a ton :D I think I remember reading a comment about this in the source, but wasn't sure what exactly I had to do. Thanks :) I will probably have more questions coming up soon :P Like why some events are constantly played sometimes (or not at all), but not whe...
- Sun Jun 07, 2009 2:29 am
- Forum: Programming Discussion
- Topic: Passing playerstate info from game to cgame the proper way?
- Replies: 9
- Views: 3677
Passing playerstate info from game to cgame the proper way?
Hi there, this has been causing me headaches for a while now. I'm using a modified q3 engine that has some extra playerState members in the playerState struct. I've only added a few more to it like lockedTarget (int) and lockedPosition (vec3_t), which is needed for a special lock on mode for my figh...