headshot mode

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feebs
Posts: 1
Joined: Mon Jan 26, 2004 7:32 am

headshot mode

Post by feebs »

Does et pro have a headshot mode like shrub with the triangles and such? Thats something that i would like to see, the main reason being if im just wanting to shoot around with some friends or kill my neighbor it would be nice to have the ability to turn on. And if im going to be playing them its going to be on an etpro server. which is why i would like to have that option in etpro...
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=FF=im2good4u
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Post by =FF=im2good4u »

well it doesnt have it at the moment and i think you would have more luck seeying this in BayonET
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Kendle
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Post by Kendle »

=FF=im2weak4u wrote:well it doesnt have it at the moment and i think you would have more luck seeying this in BayonET
This has been asked for as well and would absolutely be of benefit to Clans and therefore inclusion in ETPro.

Most Clans practise, and practise specific things like shooting techniques and so on. A headshot mode would be a fantastic "training aid" for Clans, and they'd welcome it with open arms. Definately include it in ETPro if anything.
dA*Rogue
Posts: 201
Joined: Fri Dec 26, 2003 3:18 am

Post by dA*Rogue »

Definitely would like to see this in ET Pro. Obviously this won't be used by most admins, but to have it as an option would be great. Really good idea, looking forward to seeing it happen in a future version of ET Pro.
BigMike
Posts: 3
Joined: Thu Jan 15, 2004 9:38 am

Post by BigMike »

yes this would defintly be a benefit to clans who want to work on their aim


|ND80|BigMike
FrontRunner
Posts: 17
Joined: Sat Jan 10, 2004 4:55 am

Post by FrontRunner »

Yep, would like to see Headshot functionality in ET Pro. Especially now that a seperate Headshot Mod can be downloaded (see this link) and the many of my clan want to see something installed.

Bani, please include a headshot function in the next version of ET Pro.
alpn
Posts: 19
Joined: Tue Jan 20, 2004 6:40 am

Post by alpn »

Hi,

Here is the code for headshot module ET. have fun with ET source code.

Code: Select all

diff -c ../../WET_Source1.02_orig/src/game/g_combat.c game/g_combat.c 
*** ../../WET_Source1.02_orig/src/game/g_combat.c   Tue Jul 22 18:05:56 2003 
--- game/g_combat.c   Fri Jan 30 17:11:54 2004 
*************** 
*** 1460,1465 **** 
--- 1460,1503 ---- 
           trap_SendServerCommand( attacker-g_entities, "print \"Body Shot\n\"\n"); 
        } 
     } 
+ //-- reyalP 
+ //  headshot mode. If not headshot, and both sides are players and the target is 
+ //  not down waiting for a med 
+ //  simple version 
+ /* 
+    if ( rmg_headShot.integer && 
+        !headShot && 
+        attacker->client && 
+        targ->client && 
+        targ->client->ps.pm_type != PM_DEAD) { 
+       take = 0; 
+    } 
+ */    
+ //-- reyalP 
+ // headshot mode enabled 
+    if ( rmg_headShot.integer & RMOD_HS_ENABLE) { 
+       // if not a headshot, we might still want to hurt some things 
+       if( !headShot) { 
+          // if the attacker is not a player, check if it should be able to give damage 
+          if( !attacker->client && (rmg_headShot.integer & RMOD_HS_NPENOGIVEDAM)) { 
+             take = 0; 
+          } 
+          // if the victim is not a player, check if it should be able to take damage 
+          if( !targ->client && (rmg_headShot.integer & RMOD_HS_NPENOTAKEDAM)) { 
+             take = 0; 
+          } 
+          // if the attacker and victim are a players, only damage them if they are dead, 
+          // so we can send them on to limbo. Note this means that if NPENOGIVE is on then 
+          // falling corpses never gib 
+          if ( attacker->client && targ->client && targ->client->ps.pm_type != PM_DEAD) { 
+             take = 0; 
+          } 
+        } 
+       // if this is a headshot, see if we should really really hurt them 
+       else if (rmg_headShot.integer & RMOD_HS_INSTAGIB) { 
+          take = 200; 
+       } 
+    } 
  
  #ifndef DEBUG_STATS 
     if ( g_debugDamage.integer ) 
diff -c ../../WET_Source1.02_orig/src/game/g_local.h game/g_local.h 
*** ../../WET_Source1.02_orig/src/game/g_local.h   Tue Sep  2 16:50:26 2003 
--- game/g_local.h   Fri Jan 30 16:21:02 2004 
*************** 
*** 12,18 **** 
  
  // the "gameversion" client command will print this plus compile date 
  #ifndef PRE_RELEASE_DEMO 
! #define GAMEVERSION         "etmain" 
  #else 
  //#define GAMEVERSION         "You look like you need a monkey!" 
  #define GAMEVERSION         "ettest" 
--- 12,20 ---- 
  
  // the "gameversion" client command will print this plus compile date 
  #ifndef PRE_RELEASE_DEMO 
! // -- reyalp mod 
! #define GAMEVERSION         "rmod" 
! #define RMODVERSION         "0.1 alpha" 
  #else 
  //#define GAMEVERSION         "You look like you need a monkey!" 
  #define GAMEVERSION         "ettest" 
*************** 
*** 1777,1782 **** 
--- 1779,1787 ---- 
  
  extern vmCvar_t      g_disableComplaints; 
  
+ // -- reyalP 
+ extern vmCvar_t      rmg_headShot; 
+ 
  extern vmCvar_t   bot_debug;               // if set, draw "thought bubbles" for crosshair-selected bot 
  extern vmCvar_t   bot_debug_curAINode;      // the text of the current ainode for the bot begin debugged 
  extern vmCvar_t   bot_debug_alertState;      // alert state of the bot being debugged 
*************** 
*** 2246,2251 **** 
--- 2251,2266 ---- 
  #define AA_STATSTEAM   0x02   // Client AutoAction: Dump TEAM player stats 
  
  
+ // --reyalP 
+ // headshot mode flags 
+ #define RMOD_HS_ENABLE      0x1 
+ // non player entities don't give damage 
+ #define RMOD_HS_NPENOGIVEDAM   0x2 
+ // non player entities take damage 
+ #define RMOD_HS_NPENOTAKEDAM   0x4 
+ // headshots instagib 
+ #define RMOD_HS_INSTAGIB      0x8 
+ 
  // "Delayed Print" ent enumerations 
  typedef enum { 
     DP_PAUSEINFO,      // Print current pause info 
diff -c ../../WET_Source1.02_orig/src/game/g_main.c game/g_main.c 
*** ../../WET_Source1.02_orig/src/game/g_main.c   Tue Sep  2 16:50:26 2003 
--- game/g_main.c   Fri Jan 30 16:20:57 2004 
*************** 
*** 203,208 **** 
--- 203,210 ---- 
  
  vmCvar_t      g_disableComplaints; 
  
+ // -- reyalP 
+ vmCvar_t      rmg_headShot; 
  
  cvarTable_t      gameCvarTable[] = { 
     // don't override the cheat state set by the system 
*************** 
*** 422,427 **** 
--- 424,437 ---- 
     { &g_nextcampaign, "nextcampaign", "", CVAR_TEMP }, 
  
     { &g_disableComplaints, "g_disableComplaints", "0", CVAR_ARCHIVE }, 
+ // -- reyalP headshot mod. Should be SERVERINFO, but there are if there are too many SERVERINFOs 
+ // enable change announcement 
+ // 1: headshot mode 
+ // + 2: non-players do not give damage (falling, barbwire) 
+ // + 4: non-players do not take damage (tanks, bridges, doesn't include primary objectives) 
+ // + 8: headshots instagib 
+    { &rmg_headShot, "rmg_headShot", "0", CVAR_SERVERINFO , 0, qtrue }, 
+     { NULL, "rmodversion", RMODVERSION , CVAR_SERVERINFO | CVAR_ROM }, 
  }; 
  
  // bk001129 - made static to avoid aliasing
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Kamel
Posts: 243
Joined: Sun Sep 28, 2003 10:17 pm
Location: Florida

Post by Kamel »

dA*Rogue wrote:Definitely would like to see this in ET Pro. Obviously this won't be used by most admins, but to have it as an option would be great. Really good idea, looking forward to seeing it happen in a future version of ET Pro.
i think you would be surprised how many admins actually would use this. it's been requested several times, i really dont see any reason for them not to add it.

i know personally i own a server for my clan and i would use it along with any other practice enhancements i could get my hands on so that we would become more efficiant and better shots.

i realize bani is probably sick of this question, but it does need tending to
"Common sense isn't very common."
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