[hlcoders] goldsrc push zombie away
any ideas how to make weapon to push zombie away. I think somethink like this, but how to target zombie, not (m_pPlayer) m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward * 100; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc push zombie away
Looking at how the other weapons work it looks like you need to do a trace from your weapon in the direction that you're facing and then you can use the edict_t* in the trace result. Check out what CCrowbar::Swing does. On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote: any ideas how to make weapon to push zombie away. I think somethink like this, but how to target zombie, not (m_pPlayer) m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward * 100; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc push zombie away
TraceResult tr; UTIL_MakeAimVectors( pev-angles ); Vector vecStart = pev-origin; vecStart.z += pev-size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals-v_forward * 100 ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), tr ); CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if ( pEntity-pev-flags (FL_MONSTER) ) { if ( tr.pHit ) { pEntity-TakeDamage( pev, pev, 0, DMG_SLASH ); pEntity-pev-velocity = pEntity-pev-velocity + gpGlobals-v_forward * 250; } } 2014-08-31 2:35 GMT+03:00 Tom Schumann schumann@gmail.com: Looking at how the other weapons work it looks like you need to do a trace from your weapon in the direction that you're facing and then you can use the edict_t* in the trace result. Check out what CCrowbar::Swing does. On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote: any ideas how to make weapon to push zombie away. I think somethink like this, but how to target zombie, not (m_pPlayer) m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward * 100; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc push zombie away
now it work :D ty 2014-08-31 2:48 GMT+03:00 Matas Lesinskas peon...@gmail.com: TraceResult tr; UTIL_MakeAimVectors( pev-angles ); Vector vecStart = pev-origin; vecStart.z += pev-size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals-v_forward * 100 ); UTIL_TraceHull( vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), tr ); CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if ( pEntity-pev-flags (FL_MONSTER) ) { if ( tr.pHit ) { pEntity-TakeDamage( pev, pev, 0, DMG_SLASH ); pEntity-pev-velocity = pEntity-pev-velocity + gpGlobals-v_forward * 250; } } 2014-08-31 2:35 GMT+03:00 Tom Schumann schumann@gmail.com: Looking at how the other weapons work it looks like you need to do a trace from your weapon in the direction that you're facing and then you can use the edict_t* in the trace result. Check out what CCrowbar::Swing does. On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote: any ideas how to make weapon to push zombie away. I think somethink like this, but how to target zombie, not (m_pPlayer) m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward * 100; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders