by LordHavoc » Mon Apr 15, 2013 12:52 am
The "shooting the air next to them and hitting them" thing is caused by a combination of things in the qc:
1. monsters have FL_MONSTER in their .flags.
2. MOVETYPE_FLYMISSILE (as opposed to MOVETYPE_FLY) hits FL_MONSTER flagged entities with a box 15 units larger in all directions.
So if you fire missiles with MOVETYPE_FLY instead of MOVETYPE_FLYMISSILE, you hit the real box.
You might notice the big box behavior (hitting the air near a monster) only applies to these missiles, not shotgun blasts and the like (though if desired you can actually get that to happen by passing 2 as the nomonsters parameter (which as dpextensions.qc explains is actually the movement type, like MOVE_NORMAL = 0, MOVE_NOMONSTERS = 1, MOVE_MISSILE = 2, those all work in stock Quake, however DP adds two more: MOVE_WORLDONLY = 3, MOVE_HITMODEL = 4 (actual per poly hit detection).