Post by Joao Lucas » Sun Dec 10, 2006 10:37 pm  
			Gunter, I found a cool coding that allows you to kick heads! Look:
Code: Select all
Step 1
1) Open player.qc.
2) Find the function ThrowHead()
3) Replace this:
self.solid = SOLID_NOT;
With:
self.solid = SOLID_TRIGGER;
self.touch = kick_touch;
4) Find the function ThrowGib()
5) Replace:
new.solid = SOLID_NOT;
With:
new.solid = SOLID_TRIGGER;   // Set it up for a trigger event
new.touch = kick_touch;      // Call kick_touch when touched
6) Open up world.qc
7) Find the line (188) that says:
// sounds used from C physics code
8) Below it, add:
precache_sound ("zombie/z_miss.wav");
precache_sound ("zombie/z_hit.wav");
9) Now, find the fuction CopyToBodyQue().
10) At the beginning of the function, add this:
bodyque_head.touch = ent.touch;
bodyque_head.solid = ent.solid;
11)Open up progs.src
12) Add this line just before player.qc:
KickGibs.qc
13) Create a new file. Call it KickGibs.qc
14) Put the following text into it:
//***********************
//Kicking Gibs n Dead Heads
//***********************
void() kick_touch;
void() kick_touch = 
{
   local vector v;
   // only a player can kick it
   if (other.classname != "player")
      return;
   //randomize sound
   if (random()< 0.8)
      sound(other, CHAN_ITEM, "zombie/z_hit.wav", 1, ATTN_NORM);
   else
      sound(other, CHAN_ITEM, "zombie/z_miss.wav", 1, ATTN_NORM);
   //define velocity 
   //you can play with these formulas to adjust
   //trajectory
   v_x = (other.velocity_x*2+50*random());
   v_y = (other.velocity_y*2+50*random());
   v_z =250 + 160 * random()+(other.velocity_y+other.velocity_x)*0.30;
   self.flags = self.flags - ( self.flags & FL_ONGROUND );
   self.velocity = v;
};
15) Save everything, compile, and have fun kicking heads and gibs! 
Add this to FvF!!!
 
			
							Gunter, I found a cool coding that allows you to kick heads! Look:
[code]Step 1
1) Open player.qc.
2) Find the function ThrowHead()
3) Replace this:
self.solid = SOLID_NOT;
With:
self.solid = SOLID_TRIGGER;
self.touch = kick_touch;
4) Find the function ThrowGib()
5) Replace:
new.solid = SOLID_NOT;
With:
new.solid = SOLID_TRIGGER;   // Set it up for a trigger event
new.touch = kick_touch;      // Call kick_touch when touched
6) Open up world.qc
7) Find the line (188) that says:
// sounds used from C physics code
8) Below it, add:
precache_sound ("zombie/z_miss.wav");
precache_sound ("zombie/z_hit.wav");
9) Now, find the fuction CopyToBodyQue().
10) At the beginning of the function, add this:
bodyque_head.touch = ent.touch;
bodyque_head.solid = ent.solid;
11)Open up progs.src
12) Add this line just before player.qc:
KickGibs.qc
13) Create a new file. Call it KickGibs.qc
14) Put the following text into it:
//***********************
//Kicking Gibs n Dead Heads
//***********************
void() kick_touch;
void() kick_touch = 
{
	local vector v;
	// only a player can kick it
	if (other.classname != "player")
		return;
	//randomize sound
	if (random()< 0.8)
		sound(other, CHAN_ITEM, "zombie/z_hit.wav", 1, ATTN_NORM);
	else
		sound(other, CHAN_ITEM, "zombie/z_miss.wav", 1, ATTN_NORM);
	//define velocity 
	//you can play with these formulas to adjust
	//trajectory
	v_x = (other.velocity_x*2+50*random());
	v_y = (other.velocity_y*2+50*random());
	v_z =250 + 160 * random()+(other.velocity_y+other.velocity_x)*0.30;
	self.flags = self.flags - ( self.flags & FL_ONGROUND );
	self.velocity = v;
};
15) Save everything, compile, and have fun kicking heads and gibs![/code]
Add this to FvF!!!