@Seven
HUD only? I dunno about that. Theoretically you could add all weapon functions to csqc. The biggest obstacle to this is the fact that csqc doesn't understand movetype. So how would you send the rocket in a direction? Well, it does understand .velocity field. So using this you can "hack" it so that it will move the projectile as expected using frametime and velocity like this:
You'd need something like that as a think function for the projectile. Of course traceline weapons would be less of an issue here. Also csqc will not handle any trail effects or similar unless you call it separately.
.SendEntity makes all of this possible. Same methods could be utilized for skeletal models for much more interesting movement possibilities. Lots of possibilities with CSQC tho admittedly the engines are by far the biggest limitation on CSQC's future uses.
HUD only? I dunno about that. Theoretically you could add all weapon functions to csqc. The biggest obstacle to this is the fact that csqc doesn't understand movetype. So how would you send the rocket in a direction? Well, it does understand .velocity field. So using this you can "hack" it so that it will move the projectile as expected using frametime and velocity like this:
Code:
local vector c; self.nextthink = time; [COLOR="Lime"]// This keeps the movement smooth! [/COLOR] c = self.origin + self.velocity*frametime; setorigin(self, c);
.SendEntity makes all of this possible. Same methods could be utilized for skeletal models for much more interesting movement possibilities. Lots of possibilities with CSQC tho admittedly the engines are by far the biggest limitation on CSQC's future uses.
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