[ioq3]"Air Rippers" development

UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: [ioq3]"Air Rippers" development

Post by UglyFoot »

Shooting a rocket with a command shouldn't be difficult, could you paste your code?

I think all collision detections are made with trap_Trace and trap_TraceCapsule so the answer could be no, but as a solution you could split the model in parts to make a trace for each part. trap_Trace does a box collision detection.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: [ioq3]"Air Rippers" development

Post by D-Meat »

Sure :

Code: Select all

void Cmd_SpawnEnemyPlane ( gentity_t *ent ) {
	gentity_t *plane;
	plane = fire_rocket ( ent, vec3_origin, axisDefault[0] );
	G_Printf("test\n");
}
I'm using fire_rocket for test purpose right now.

Thanks for the answer about collisions !
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D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: [ioq3]"Air Rippers" development

Post by D-Meat »

Update :
My thing seems to work, only the rocket model and sounds are not drawn ! I was testing in the new renderer of ioQuake 3 and the "3axis" default model doesn't appear here. I noticed when switching to the classic renderer. Strange, isn't it ?

Update #2 :
Everything actually works fine ! the rocket was not visible because the rocketl auncher was not in my test map. A "give all" later, everything went much better !

Hehe ...
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UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: [ioq3]"Air Rippers" development

Post by UglyFoot »

Oh, it was that. You could also register RL in ClearRegisteredItems (g_items.c), and PG as well.
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: [ioq3]"Air Rippers" development

Post by D-Meat »

Thanks for the tip :)

I've got some enemy airplanes flying towards the player right now !

I still want to add a couple of things before making a new video :
- The enemy planes have to be destroyable by the player. Could some one point me a tutorial about destroyable rockets or something like that ?
- The enemy planes shoot bullets / plasma balls from time to time. I think I can handle that :)
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Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: [ioq3]"Air Rippers" development

Post by Takkie »

http://www.quake3hut.co.uk/q3coding/mor ... ssiles.htm

Is that what you're looking for?
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
D-Meat
Posts: 159
Joined: Tue May 17, 2011 8:52 am

Re: [ioq3]"Air Rippers" development

Post by D-Meat »

Great ! Thanks ! :D
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