party panzers


(klines) #1

can anyone lead me in the rite direction for making party panzers?


(ikanatto) #2

May I ask you to tell me what party panzers are?


(LION) #3

:stuck_out_tongue:
heehe have a look
thats my definition of partypanza
pic is from etpub forum


(Alan) #4

nice.


(Alan) #5

That could be a tank mod :banana: :banana: :banana:


([H4D3S]) #6

rotfl


(ikanatto) #7

:weird:
Massing panz would be w00t though :rocker:


(No1_sonuk) #8

Some party-panzers drop medpacks and ammo as they fly.


(TWIXMIX) #9

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


(LION) #10

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…


([DS]-=Pencil=-) #11

Very nice, will there follow something like a “Party Panzer Mod”?

:slight_smile:


(carnage) #12

if ppl wna make crazr panzer stuff why not try re create the hl2 guilded missle but with a slower moving panzer :smiley: could be cool u no


(LION) #13

pencil: no, not really :stuck_out_tongue:

carnage: hey trust me, it isnt the same… it tried it


(kgbdino) #14

in what file shall i put in the script?


(LION) #15

in g_missile under gentity_t *fire_rocket


(kgbdino) #16

where do i find it?


(FREAK!!!) #17

omg!?

et source code -> server side -> g_missile.c could be a try


(Calzonzin) #18

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…


(nUllSkillZ) #19

@kgbdino:
This isn’t part of a mapscript.
It’s a modification of the sourcecode.
It’s a mod.


(kgbdino) #20

yes i know this is a mod thats why i placed it under the modding forum not the level design forum