can anyone lead me in the rite direction for making party panzers?
party panzers
In the source code just look at where the rocket entity is spawned when you shoot. I can’t remember which file off of the top of my head.
Just spawn more on each shot and change their origin
so for those who havent got a clue how to transfer a pf into pf_quattro 0o.
find in g_missile :
gentity_t *fire_rocket
under it add:
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 20000; // push it out a little
bolt->think = G_ExplodeMissile;
bolt->accuracy = 4;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_BROADCAST;
//DHM - Nerve :: Use the correct weapon in multiplayer
bolt->s.weapon = self->s.weapon;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashDamage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashRadius = 300; //G_GetWeaponDamage(WP_PANZERFAUST); // Arnout : hardcoded bleh hack
bolt->methodOfDeath = MOD_PANZERFAUST;
bolt->splashMethodOfDeath = MOD_PANZERFAUST;
// bolt->clipmask = MASK_SHOT;
bolt->clipmask = MASK_MISSILESHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
bolt->s.pos.trBase[0] +=40;
// JPW NERVE
VectorScale(dir,2500,bolt->s.pos.trDelta);
// jpw
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
if(self->client) {
bolt->s.teamNum = self->client->sess.sessionTeam;
}
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 20000; // push it out a little
bolt->think = G_ExplodeMissile;
bolt->accuracy = 4;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_BROADCAST;
//DHM - Nerve :: Use the correct weapon in multiplayer
bolt->s.weapon = self->s.weapon;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashDamage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashRadius = 300; //G_GetWeaponDamage(WP_PANZERFAUST); // Arnout : hardcoded bleh hack
bolt->methodOfDeath = MOD_PANZERFAUST;
bolt->splashMethodOfDeath = MOD_PANZERFAUST;
// bolt->clipmask = MASK_SHOT;
bolt->clipmask = MASK_MISSILESHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
bolt->s.pos.trBase[0] -=40;
// JPW NERVE
VectorScale(dir,2500,bolt->s.pos.trDelta);
// jpw
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
if(self->client) {
bolt->s.teamNum = self->client->sess.sessionTeam;
}
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 20000; // push it out a little
bolt->think = G_ExplodeMissile;
bolt->accuracy = 4;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_BROADCAST;
//DHM - Nerve :: Use the correct weapon in multiplayer
bolt->s.weapon = self->s.weapon;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashDamage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashRadius = 300; //G_GetWeaponDamage(WP_PANZERFAUST); // Arnout : hardcoded bleh hack
bolt->methodOfDeath = MOD_PANZERFAUST;
bolt->splashMethodOfDeath = MOD_PANZERFAUST;
// bolt->clipmask = MASK_SHOT;
bolt->clipmask = MASK_MISSILESHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
bolt->s.pos.trBase[2] +=40;
// JPW NERVE
VectorScale(dir,2500,bolt->s.pos.trDelta);
// jpw
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
if(self->client) {
bolt->s.teamNum = self->client->sess.sessionTeam;
}
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 20000; // push it out a little
bolt->think = G_ExplodeMissile;
bolt->accuracy = 4;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_BROADCAST;
//DHM - Nerve :: Use the correct weapon in multiplayer
bolt->s.weapon = self->s.weapon;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashDamage = G_GetWeaponDamage(WP_PANZERFAUST); // JPW NERVE
bolt->splashRadius = 300; //G_GetWeaponDamage(WP_PANZERFAUST); // Arnout : hardcoded bleh hack
bolt->methodOfDeath = MOD_PANZERFAUST;
bolt->splashMethodOfDeath = MOD_PANZERFAUST;
// bolt->clipmask = MASK_SHOT;
bolt->clipmask = MASK_MISSILESHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
bolt->s.pos.trBase[2] -=40;
// JPW NERVE
VectorScale(dir,2500,bolt->s.pos.trDelta);
// jpw
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
if(self->client) {
bolt->s.teamNum = self->client->sess.sessionTeam;
}
return bolt;
}
thats the easiest way…

if ppl wna make crazr panzer stuff why not try re create the hl2 guilded missle but with a slower moving panzer
could be cool u no
Some people would like to program, but if they are having problems finding the right spot in a source code file… That’s quite a sign…
@kgbdino:
This isn’t part of a mapscript.
It’s a modification of the sourcecode.
It’s a mod.
yes i know this is a mod thats why i placed it under the modding forum not the level design forum


