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IzNoGoD
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by IzNoGoD » January 2nd, 2011, 3:16 pm
Hi all
Fresh from my keyboard: C4 in CoD 2
MOVIE!
What do you guys think?
Bear in mind though, the model is not final (its just some model from cod2), and this is cod2, in which setcandamage does normally not work (i recreated it though)
LMGTFY!
Its not a glitch... Its the future!
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Drofder2004
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by Drofder2004 » January 2nd, 2011, 4:43 pm
Looks great, but throw sitance needs a big boost imo.
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IzNoGoD
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by IzNoGoD » January 2nd, 2011, 6:22 pm
Well, thats possible, and just var tweaking:
Code: Select all
self movegravity(maps\mp\_utility::vectorscale(anglestoforward(planter getplayerangles()),400),10);
All that needs to be done to boost planting is up the 400 number...
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Btw, movegravity doesnt detect collisions. Had to write my own coll detect function for it xD
Bullettraces FTW
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LMGTFY!
Its not a glitch... Its the future!
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Drofder2004
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by Drofder2004 » January 2nd, 2011, 8:23 pm
My concern is that if you extend the distance of the throw and you are using a custom "move gravity" style function, does your function take in to consideration the loop of the throw?
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IzNoGoD
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by IzNoGoD » January 2nd, 2011, 10:55 pm
Well, thats exactly where you are wrong.
Movegravity() is NOT a custom function, its build in in cod.
it moves an entity like it is moved by gravity, with a certain start velocity, set by the first var (a vector) you call it with.
The second var is the time it has to move with movegravity.
LMGTFY!
Its not a glitch... Its the future!
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Drofder2004
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by Drofder2004 » January 3rd, 2011, 12:35 am
IzNoGoD wrote:Well, thats exactly where you are wrong.
Movegravity() is NOT a custom function, its build in in cod.
it moves an entity like it is moved by gravity, with a certain start velocity, set by the first var (a vector) you call it with.
The second var is the time it has to move with movegravity.
Sorry, thought you meant you wrote you own movegravity function due to the collision not working with the builtin, but I take it you have made a collision function instead.
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IzNoGoD
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by IzNoGoD » January 3rd, 2011, 1:00 am
Yep, 100% own code in all my mods (well, except for the getstance() function in my sprinting mod, which comes from tallys sprinting mod, but is temp code until i sort the eyemarker stuff out (much lighter for server))
ATM im working at some breakfloor map, like in counterstrike (only doing the scripting though xD)
Hardest part of this was the radiusdamage without a good setcandamage, as i already had the bullettraces for setcandamage with shooting.
All functions on a player are in a single thread now, which should reduce laggs even further.
LMGTFY!
Its not a glitch... Its the future!
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