[hlcoders] goldsrc push zombie away

2014-08-30 Thread Matas Lesinskas
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;
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Re: [hlcoders] goldsrc push zombie away

2014-08-30 Thread Tom Schumann
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;

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Re: [hlcoders] goldsrc push zombie away

2014-08-30 Thread Matas Lesinskas
 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;

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Re: [hlcoders] goldsrc push zombie away

2014-08-30 Thread Matas Lesinskas
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;

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