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Rail Jumping with Quake III https://www.quake3world.com/forum/viewtopic.php?f=16&t=37356 |
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Author: | jkoder [ 06-17-2008 01:16 PM ] |
Post subject: | Rail Jumping with Quake III |
Hello All, I am modifying an existing mod and one of the things I wish to add is rail jumping and also the ability to jump with the lightning gun. Does anyone know how this is accomplished in mods like insta? Do I need to add something in g_missiles for the rail gun? Any help with this would be much appreciated. |
Author: | Kaz [ 06-17-2008 02:11 PM ] |
Post subject: | Re: Rail Jumping with Quake III |
G_Damage in G_Combat.c might be a good starting point (its where the knockback is performed) |
Author: | jkoder [ 06-17-2008 02:29 PM ] |
Post subject: | Re: Rail Jumping with Quake III |
Hi Kaz, I noticed the knockback var in these method and also g_RadiusDamage has the following Code: // push the center of mass higher than the origin so players // get knocked into the air more dir[2] += 24; G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod); But these two methods are only called for weapons that fire missiles like the BFG and RL. I can't work out how to incorporate a call to these methods from the LG or RG weapon_fire methods. I've had the game crash on me with some previous attempts ![]() I was hoping to find the source for instaunlagged online somewhere but no look as yet. I would imagine the change is quite simple but I am not great with C and I am only learning the code base for now. Thanks for the reply. |
Author: | ^misantropia^ [ 06-17-2008 10:49 PM ] |
Post subject: | Re: Rail Jumping with Quake III |
weapon_railgun_fire() in game/g_weapon.c is the function you want. If the trace stopped within, say, 64 units, hitting a surface, apply knockback. |
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