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Quake 1.5 - Release Thread
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Hey Bloodshot, any idea on a release date for all of the new changes you've adding to the mod? I'd like to be an updated post with some of your videos.
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I'm actually an idiot, I just fixed it because the melee attack sets "meleeing" to 1, and I was trying to call it in the monster qc files with "self.enemy.owner.meleeing" instead of "self.enemy.meleeing" in my if statements.
Have a peek at the ogre nailgun death for my stupidity
http://s1.webmshare.com/BBAJE.webm
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dirty hack to get around that, create an entity like a static missile for your kick.
set that entities .weapon to IT_MIGHTYBOOT, and have the ENTITY do the damage.
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[ame]http://www.youtube.com/watch?v=3bZl2vGXyhc[/ame]
Got some knight and ogre anims
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The obituaries helped me find IT_<weaponname> so i've been using stuff like
Code:if (self.enemy.weapon == IT_SUPER_SHOTGUN) { <anim code>}
only problem is the kick seems to also play the new death anims because you still have that weapon selected
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bloodshot, how did you end up adding that stuff in? Did you plug into the obits?
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Got weapon specific death anims working
[ame]http://www.youtube.com/watch?v=6iTBWBWEmN4[/ame]
It's hard to see in the vid, but the nails are stuck in the grunt
Only problem is the way the kick is implemented it will play these death anims for simply having the specific gun out.
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it's actually the lava death sound from prince of persia 2
here's the slime death
[ame]http://www.youtube.com/watch?v=XXGlZ0bLrR8[/ame]
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haha prince of persia snes music in the background <3
also, fun animation and a hilarious scream
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http://s1.webmshare.com/yK986.webm
Death sounds for slime and lava are in
EDIT:
animations too
[ame]http://www.youtube.com/watch?v=FVq5QaIoTfg[/ame]Last edited by Bloodshot; 01-14-2016, 01:38 AM.
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