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-- UTIL_SetSize Problem (https://hlfx.ru/forum/showthread.php?threadid=2535)
UTIL_SetSize Problem
Hi, when i put in my monster spawn function:
UTIL_SetSize( pev, Vector( -893, -893, 0 ), Vector( 893, 893, 1786 ) ); |
UTIL_SetSize( pev, Vector( -892, -892, 0 ), Vector( 892, 892, 1784 ) ); |
You make mmmrpg ?
S34Qu4K3 see tentacle.cpp for details.
Look for SetObjectCollisionBox.
And too big monsters must set $flags 512 in qc-script for studiomdl then compile model.
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Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
Ill try it
Can you explain me why: $flags 512 ?
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It´s the same, i put the SetObjectColisionBox from tentacle, recompiled my model with $flag but it´s the same
Ok then give us your model and monster's source code.
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Here you are
For mode, i´ve put:
$scale 10.0
$flags 512
and multiplied all hitboxes by 10
S34Qu4K3 try to remove all $hbox definition instead of multiple
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My Projects: download page
F.A.Q по XashNT
Блог разработчика в телеграме
C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'
There is a lot of problems.
First of all your model does not have legs on ground. I suggest to put "$origin 0 0 -530" into QC. I uncommended your UTIL_SetSize and replaced your model with fixed one and it works.
Next, model is really HUGE. How do you manage to create maps for this monster? It is way too easy to catch "Exceeded max_leaf_faces" error.
Then your model has no animation events specific to garg or any other monster. This means it will never attack its enemy and perform any other monster-specific actions.
And finally it does not have an attachment for eye sprite, so it is located at monster's origin.
To sum things up you need to work a lot on your monster's model.
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Yeah, it´s the model
It´s bad my .qc file???:
$modelname "dragon.mdl"
$cd ".\"
$cdtexture ".\"
$scale 10.0
$flags 512
$origin 0 0 -530
$cliptotextures
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Thanks
I´ve changed al ys= from SetYawSpeed but the monster continues running at the same speed
1 | void CDragon :: SetYawSpeed ( void ) |
2 | { |
3 | int ys; |
4 |
5 | switch ( m_Activity ) |
6 | { |
7 | case ACT_IDLE: |
8 | // ys = 60; |
9 | ys = 30; |
10 | break; |
11 | case ACT_TURN_LEFT: |
12 | case ACT_TURN_RIGHT: |
13 | //ys = 180; |
14 | ys = 30; |
15 | break; |
16 | case ACT_WALK: |
17 | case ACT_RUN: |
18 | // ys = 60; |
19 | ys = 5; |
20 | break; |
21 |
22 | default: |
23 | // ys = 60; |
24 | ys = 5; |
25 | break; |
26 | } |
27 |
28 | pev->yaw_speed = ys; |
29 | } |
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