Raised This Month: $32 Target: $400
 8% 

Solved Give model's hitbox to an entity


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
Vieni
Member
Join Date: Apr 2018
Old 05-01-2020 , 18:38   Give model's hitbox to an entity
Reply With Quote #1

Hey guys,
I was trying to look up a method in which i can give the model hitboxes to an entity, but only found some method for players or with bounding boxes.

Would be glad if some of ya'll could share me how i can do it

Last edited by Vieni; 05-03-2020 at 10:20.
Vieni is offline
Vieni
Member
Join Date: Apr 2018
Old 05-03-2020 , 10:20   Re: Give model's hitbox to an entity
Reply With Quote #2

Well, i found this:
Quote:
Originally Posted by https://forums.svencoop.com/showthread.php/44230-Quake-for-Sven-Co-op?p=527281&viewfull=1#post527281
The actual flags information is hidden in the GS engine, and there doesn't appear to be any documentation in the SDK or game code.

This is the best information I found, it's from the Xash3D project, so I'm not sure how many are supported in vanilla GS:

#define STUDIO_ROCKET 1 // leave a trail
#define STUDIO_GRENADE 2 // leave a trail
#define STUDIO_GIB 4 // leave a trail
#define STUDIO_ROTATE 8 // rotate (bonus items)
#define STUDIO_TRACER 16 // green split trail
#define STUDIO_ZOMGIB 32 // small blood trail
#define STUDIO_TRACER2 64 // orange split trail + rotate
#define STUDIO_TRACER3 128 // purple trail
#define STUDIO_DYNAMIC_LIGHT 256 // dynamically get lighting from floor or ceil (flying monsters)
#define STUDIO_TRACE_HITBOX 512 // always use hitbox trace instead of bbox

So, I would guess $flags 256 tells the engine to use the "STUDIO_DYNAMIC_LIGHT" behaviour of getting lighting from the ceiling (maybe because regular models use the closest surface, which might not be good for flying monsters?)

I've seen references to the 512 flag in HL models. It seems that you should use this flag for large monsters, such as the tentacle.
If you write $flags 512 into the qc file, then compile, it works perfectly with SOLID_BBOX and after setting a random size(this seems to be neccessary, to replace the bbox with the hitbox)

Idk if the other flags work correctly and in what circumstances, we gotta try them if needed

Maybe later will come up with some experiment and do a [TUT] about it

Edit:
Found another flag
Quote:
1024 = Force skylight (Model will always be lit from ENV_LIGHT no matter the location)

Last edited by Vieni; 05-03-2020 at 10:21.
Vieni is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 19:25.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode