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UT Style Weapon Floating


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GHW_Chronic
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Join Date: Sep 2004
Location: Texas
Old 04-29-2007 , 19:55   Re: UT Style Weapon Floating
Reply With Quote #21

line 51:
Code:
		origin[2] += 30.0
determines the weapons' height above the ground that it floats.
The drop speed is calculated by half-life and its sv_gravity cvar. Nothing in the code sets the weapons' fall speed.
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kp_uparrow
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Join Date: Jun 2006
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Old 04-30-2007 , 18:46   Re: UT Style Weapon Floating
Reply With Quote #22

sweet

can nades float?
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GHW_Chronic
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Old 05-01-2007 , 17:21   Re: UT Style Weapon Floating
Reply With Quote #23

if nades are on the ground like in he_glass ye
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Tartooob
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Join Date: May 2006
Old 05-06-2007 , 10:10   Re: UT Style Weapon Floating
Reply With Quote #24

Woha nice !
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Mr. Satan
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Join Date: Apr 2004
Location: Fort Wayne, Indiana
Old 06-28-2007 , 13:30   Re: UT Style Weapon Floating
Reply With Quote #25

What can be done to make this work for other mods like The Specialists?
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vvg125
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Join Date: Dec 2006
Location: Queens (Douglaston), New
Old 06-28-2007 , 17:34   Re: UT Style Weapon Floating
Reply With Quote #26

Um... in case you failed to read the heading of the first post, it's for ALL mods, including The Specialists.
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Mr. Satan
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Old 06-28-2007 , 17:40   Re: UT Style Weapon Floating
Reply With Quote #27

The reason I ask is because it doesnt work on The Specialists x.x
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GHW_Chronic
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Old 06-28-2007 , 18:45   Re: UT Style Weapon Floating
Reply With Quote #28

to make it work on the specialist if it does not I suspect I would need to know the names of the weapon entities because they clearly have to be different than every other HL mod for this to be the case.
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Mr. Satan
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Old 06-28-2007 , 21:31   Re: UT Style Weapon Floating
Reply With Quote #29

http://metamod.org/files/metamod-1.1...ts/specialists

Is as best I can do right now. I used to be all super geek with all this and could rip the ent list from the dll but meh.
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GHW_Chronic
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Old 06-29-2007 , 00:02   Re: UT Style Weapon Floating
Reply With Quote #30

you could just get the thespecialist.fgd that is used to make the specialist maps as well... but yeah, that list does me good. I'll add in the names and it should work for TS.
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