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Solved code validity


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Bugsy
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Join Date: Feb 2005
Location: NJ, USA
Old 05-04-2019 , 21:32   Re: code validity
Reply With Quote #11

If what OxiXCrom provided works, I'd definitely go with that method to avoid using touch. I did a quick test on it and it appeared to work fine; I set noclip on myself and went way above an enemy and then turned it off, when landing on him it displayed the message as expected. Does it not do anything you need it to do, or are you not sure about how it works so you don't want to use it?
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Old 05-05-2019, 05:02
EFFx
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Natsheh
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Join Date: Sep 2012
Old 05-05-2019 , 14:49   Re: code validity
Reply With Quote #12

Quote:
Originally Posted by Bugsy View Post
Does it not do anything you need it to do, or are you not sure about how it works so you don't want to use it?
my method is working just fine i just made it all sudden without knowing the behavior of pev_flFallVelocity.

and i prefer using touch forward because of the goomba stomp fall speed cvar wanting to expect lower values than the fall damage speed.


#Black Rose

yes you are right, i was mistaken, i thought touch forward is called one time when players collide.
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Last edited by Natsheh; 05-05-2019 at 15:00.
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 05-05-2019 , 15:02   Re: code validity
Reply With Quote #13

flFallVelocity stores the player velocity on z-axis(it is continuously updated while the player is not on ground). If this is not enough, what exactly you want to know?
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Natsheh
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Join Date: Sep 2012
Old 05-05-2019 , 15:03   Re: code validity
Reply With Quote #14

Quote:
Originally Posted by HamletEagle View Post
flFallVelocity stores the player velocity on z-axis(it is continuously updated while the player is not on ground). If this is not enough, what exactly you want to know?
alright that was helpful thanks alot problem is solved was waiting for this explanation, thanks again.
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 05-05-2019 , 17:36   Re: code validity
Reply With Quote #15

Quote:
Originally Posted by Natsheh View Post
yes you are right, i was mistaken, i thought touch forward is called one time when players collide.
AFAIK, if you're using FM_Touch, it'll be executed for each entity on the map, but if you use register_touch or Ham_Touch with a specific classname (player, considering your plugin), it'll only execute when the player actually touches something. So if you really want to use the touch forward instead of takedamage, try using one of 'em instead of FM_Touch.

Also, the OciXCrom code is more efficient since it doesn't use that much CPU as FM_Touch does. It'll catch the health that you are supposed to lose by falling and transmit it to the player that you've landed at.
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Last edited by EFFx; 05-05-2019 at 17:40.
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