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How Unfreeze an Opponent? (change BS in SP code)


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Hello.

I am doing an AOE glacial force power attack, that freeze all enemy around the jedi for a lot of second. (20 second in this case)

because i have some problem (i not know exactly how to make a freezing code that can freeze more entities together) i used the BS_CINEMATIC status for freeze the enemy and i turned off they sabers. this work however sufficiently good.

my trouble is... how can i Unfreeze that when the force power time is over? I need to turning theyself to BS_DEFAULT state.

here's the code part related.

   // Humans and mortal creatures.
                            // Damaged and frosted for 20 second, they cannot move!  
                            case CLASS_RODIAN:
                            case CLASS_PRISONER:
                            case CLASS_TRANDOSHAN:
                            case CLASS_STORMTROOPER:
                            case CLASS_IMPWORKER:
                            case CLASS_IMPERIAL:
                            
                             if ( push_list[x]->enemy )
                            {
                                G_ClearEnemy( push_list[x] );
                            }
                            push_list[x]->NPC->confusionTime = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]];
                            // push_list[x]->client->ps.forcePowerDebounce[FP_WATERGLYPH] = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]];
                            soundIndex = G_SoundIndex( va("sound/weapons/Dark_Reaver/darkreavershadows%d.wav", Q_irand( 1, 4 ) ) );
                            if ( push_list[x]->ghoul2.size() && push_list[x]->torsoBolt != -1 )
                            {//FIXME: what if already playing effect?
                                G_PlayEffect( G_EffectIndex( "force/frost" ), push_list[x]->playerModel, push_list[x]->chestBolt, push_list[x]->s.number, push_list[x]->currentOrigin, WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]], qtrue );
                                G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/frost.mp3" );
                                G_PlayEffect( G_EffectIndex( "reavers/crystalimpactbody2" ), push_list[x]->playerModel, push_list[x]->chestBolt, push_list[x]->s.number, push_list[x]->currentOrigin );
                                G_Damage( push_list[x], self, self, 0, push_list[x]->client->renderInfo.torsoPoint, 75/*600*/, DAMAGE_NO_KNOCKBACK, MOD_REPEATER_ALT );
                                if ( push_list[x]->s.weapon == WP_SABER )
                                {
                                    //turn it off?
                                    push_list[x]->client->ps.SaberDeactivate();
                                }
                            }
                            if ( PM_HasAnimation( push_list[x], BOTH_COWER1 ) )
                            {// FREEZE ANIMATION
                                NPC_SetAnim( push_list[x], SETANIM_LEGS, BOTH_COWER1, SETANIM_FLAG_NORMAL );
                                NPC_SetAnim( push_list[x], SETANIM_TORSO, BOTH_COWER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
                                push_list[x]->client->ps.torsoAnimTimer += 200;
                                hold = level.time + WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]];
                                // Freeze For 20 Sec!
                                push_list[x]->client->ps.weaponTime = push_list[x]->client->ps.torsoAnimTimer;
                                push_list[x]->NPC->tempBehavior = BS_CINEMATIC, WaterGlyphTime[self->client->ps.forcePowerLevel[FP_WATERGLYPH]], qtrue;
                                                                
                               
                                //Freezing time... this not work
                                //self->client->ps.forcePowerDebounce[FP_WATERGLYPH] = level.time + 20000;
                                //self->client->ps.forcePowerDuration[FP_WATERGLYPH] = level.time + 20000;
                            };
   
 
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