Quick modding question (specific to banimod)

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Trauts
Posts: 16
Joined: Mon Dec 16, 2002 4:08 pm

Quick modding question (specific to banimod)

Post by Trauts »

I know there's a modding post... I don't htink that covers my question though.

I want to know how the scout breakable thing works... I'm trying to do something similar for half life, and this is what I have so far:

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edict_t * decoy = CREATE_ENTITY();
			decoy->v.origin = pEntity->v.origin;
			decoy->v.modelindex = pEntity->v.modelindex;
			decoy->v.model = pEntity->v.model;
			decoy->v.viewmodel = pEntity->v.viewmodel;
			decoy->v.weaponmodel = pEntity->v.weaponmodel;
			decoy->v.size = pEntity->v.size;
			decoy->v.spawnflags = SF_BREAK_TOUCH;
			decoy->v.netname = pEntity->v.netname;

			MDLL_Spawn ( decoy );
I'm trying to make the decoy player model the same as the players, but it always uses the default... I also want it breakable, like the godly Banimod Scout one :)

Any help on how to do this would be much appreciated, I'd also give you credit.

I'm guessing that the RTCW and HL ways of doing this would be similar since they're roughly based on the same engine... just a different verson.

Thanks a bunch!
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bani
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Post by bani »

er... HL uses quake1 engine, rtcw uses quake3... the entity structs are completely different.
Trauts
Posts: 16
Joined: Mon Dec 16, 2002 4:08 pm

Post by Trauts »

okay, thanks for replying anyway
Ph0g
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Post by Ph0g »

Half-Life blows, let the shit die :)
I am Ph0g, you are not.
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