Hi Rob, I'll answer these below...

Smiles,

Cara

At 09:36 AM 10/20/2006 +0200, you wrote:

Hey all.
I'm trying to make jq's blaster bounce a bit realistic, with adding a random wall bounce, and a saber bounce.

The blaster wall bounce is already random. There are three different bounce sounds that are heard.


Currently, a saber-blaster bounce can be heard even if the blast bounces off a wall.

Actually, you're hearing one of the three wall bounces whether it is off of a wall or a saber.

My question is, how can i know that it hits a wall, or a saber?

You can change this by adding another sound to the bounce function which you find or create.

In the BlastBounce() procedure there is a statement like:
if(!other.SaberSwing)
etc, but since i don't know qc at all, i guess other is the enemy (bot/player).


Yes, other, in this case, means what the blaster bolt comes in contact with.


But, in the case when you can't see an enemy, who counts as "other"?


Other refers to what this missile comes into contact with, whether you see it or not.

Another thing which would be good, when you drop a detonator it'll say "dropped". I know, its pointless, but for a practice it is ok, i think, grins. Like:
sprint (self, PRINT_HIGH, "Dropped.\n\r");

excellent idea! and not pointless at all in my opinion.  <smile>  Thank you!...



Regarding the blaster, any help would be appreciated.

Regards,
Rob



_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss



--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.1.408 / Virus Database: 268.13.9/490 - Release Date: 10/20/2006


--
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.408 / Virus Database: 268.13.11/493 - Release Date: 10/23/2006


_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss

Reply via email to