Originally posted by Lightning_Hunter
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You have to decide, if you want to enable this feature by default in your mod.
It will make all maps brutally hard, as the monster count will be at least doubled.
Be careful with this decision, as this will affect the gameplay/difficulty significantly.
The creators of maps have decided and finetuned the monster, ammo, armor, weapons placements during their creation and playtesting.
Most of the time, they added 4 different difficulties to choose from.
By changing this, the map will be totally different.
For example:
Ammo, armor and so on will be much less to kill the double amount of monsters in the map.
Playing with this powerful feature should be considered and decided by each player individually.
That is why it is and always will be disabled by default in the SMC.
And as explained before, the culprit for your experienced bug in my opionion is not the code.
Time to move on to your next point
Originally posted by Lightning_Hunter
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the pain skins now work as they should!
Please excuse me, but I think you did not understand how the painskins are coded and work.
There is no bug in the code.
And the way you wanted to edit the code shows me, that you still are not 100% sure what you are doing (and understanding QuakeC).
But thats fine. We are here to help.
Let me tell you how the code works and hopefully it will be clearer in the end:
First, the code checks if the monster is wounded (it doesnt matter how much).
If thats the case, it will go deeper into the function.
That is done by this line:
if (self.owner.health < self.owner.health_initial)
OK, now we know, that the monster is wounded.
Now, we want to know how much it is wounded, because we have 2 painskins !
1 painskin for lightly wounded monsters and 1 for heavily wounded monsters.
That is why I check how much the monster is wounded with this line:
if (self.owner.health < (0.5 * self.owner.health_initial))
If this is the case (monster lost more than half of his health), it is heavily wounded and will use its painskin: 3
Painskin 3 is the one with the many wound textures (you can find it inside the pk3)
Now to the part, that you didnt understand:
We know until now, that the monster is wounded. We also know that we did the code for heavily wounded monsters already.
Now whats left to do is the part for the lightly wounded monsters.
That is why we only need an: else
We do not need an additional if check anymore, because we are already done with the checking.
So, we can tell the monster to use its painskin: 2
We are done with the painskin code.
Regarding your line, that you wanted to edit the function with:
This is an exact copy of the line we already used at the beginning.
You should never use the same comparism twice in a function.
It would mean something like this (example):
You are checking if an apple is green.
Your first check: If its green you will eat it.
Your second check: If its green you will eat it.
As you see, you will always eat it
That makes no sense.
If you didnt notice, that the SMC has 2 painskins, then you didnt understand the code itself (also all the scripts, that handles the different monster/pain skins).
Because I would not need to check how much the monster is wounded in the first place.
That is what I meant when I mentioned above: 100% understanding the code (QuakeC).
Please, be sure first, that you fully understand a function before you edit it.
But that is fine, as we all have a learning curve.
Regarding your textures:
Very good job on the soldiers.
They look really good !
The Afrit shows some lines/areas where the texture does not fully match the model geometry/edges.
Examples his hands. Some parts are "smooth" while other are "rough" on the same surface.
But you are on a good way.
Yakman looks good too.
I see, that textureing is your world.
Knowing you from earlier years, were you spend lots of time in Quake and also Unreal (with a complete texture pack).
You are very talented and made great content already for this community.
Keep up the good work,
Seven
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