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Batman/Gorlag
Senior Member
Join Date: Aug 2005
Old 08-24-2005 , 05:42  
Reply With Quote #17

Well since this is the second page, I'll just post the code up for the movetype one more time for those of you who didn't see it on the first page, and relax it's not long this is the compressed version =D. And remember I'm posting this up for people who are having trouble making an entity to move and all, like me lol.

Code:
#define	MOVETYPE_NONE		0		/* never moves */
#define MOVETYPE_ANGLENOCLIP	1
#define MOVETYPE_ANGLECLIP	2
#define	MOVETYPE_WALK		3		/* Player only - moving on the ground */
#define	MOVETYPE_STEP		4		/* gravity, special edge handling -- monsters use this */
#define	MOVETYPE_FLY		5		/* No gravity, but still collides with stuff */
#define	MOVETYPE_TOSS		6		/* gravity/collisions */
#define	MOVETYPE_PUSH		7		/* no clip to world, push and crush */
#define	MOVETYPE_NOCLIP		8		/* No gravity, no collisions, still do velocity/avelocity */
#define	MOVETYPE_FLYMISSILE	9		/* extra size to monsters */
#define	MOVETYPE_BOUNCE		10		/* Just like Toss, but reflect velocity when contacting surfaces */
#define MOVETYPE_BOUNCEMISSILE	11		/* bounce w/o gravity */
#define MOVETYPE_FOLLOW		12		/* track movement of aiment */
#define	MOVETYPE_PUSHSTEP	13		/* BSP model that needs physics/world collisions (uses nearest hull for world collision) */
Okay now to make an entity follow wherever your crosshair fire is, that would be MOVETYPE_FOLLOW right?
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