Asgarath83 Posted February 3, 2016 Posted February 3, 2016 Hello. I need a little help. i am diving by days on SP code.For fix a little crash issue i need to change the FX of blaster projetctile of NS turret, (the turrets that shoots by ceiling... an example of these are on T3_byss map and on Vjun3. ) they use as default the blaster rifle EFX. i see if i change FX_blaster.CPP effects it change also the turret efx. but it's not what i want.i desire that the ns_turret make his custom shooting effect, like the floor turrets.i need to find where is the part of SP code when NS turret get his muzzle flast, shoot efx and impact efx. D: there is some place of code when is setted that NS_TURRET use the blaster rifle FX. i wanna to change this part.Someone know where is coded that? never mind. find it on g_turret.cpp. { vec3_t org, ang; gentity_t *bolt; if ( (gi.pointcontents( start, ent->s.number )&MASK_SHOT) ) { return; } VectorMA( start, -START_DIS, dir, org ); // dumb.... if ( ent->random ) { vectoangles( dir, ang ); ang[PITCH] += Q_flrand( -ent->random, ent->random ); ang[YAW] += Q_flrand( -ent->random, ent->random ); AngleVectors( ang, dir, NULL, NULL ); } vectoangles(dir, ang); if ( (ent->spawnflags&SPF_TURRETG2_TURBO) ) { //muzzle flash G_PlayEffect( G_EffectIndex( "turret/turb_muzzle_flash" ), org, ang ); G_SoundOnEnt( ent, CHAN_LESS_ATTEN, "sound/vehicles/weapons/turbolaser/fire1" ); WP_FireTurboLaserMissile( ent, start, dir ); if ( ent->alt_fire ) { TurboLaser_SetBoneAnim( ent, 2, 3 ); } else { TurboLaser_SetBoneAnim( ent, 0, 1 ); } } else { G_PlayEffect( "blaster/muzzle_flash", org, dir ); bolt = G_Spawn(); bolt->classname = "turret_proj"; bolt->nextthink = level.time + 10000; bolt->e_ThinkFunc = thinkF_G_FreeEntity; bolt->s.eType = ET_MISSILE; bolt->s.weapon = WP_BLASTER; bolt->owner = ent; bolt->damage = ent->damage; bolt->dflags = DAMAGE_NO_KNOCKBACK | DAMAGE_HEAVY_WEAP_CLASS; // Don't push them around, or else we are constantly re-aiming bolt->splashDamage = 0; bolt->splashRadius = 0; bolt->methodOfDeath = MOD_ENERGY; bolt->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; bolt->trigger_formation = qfalse; // don't draw tail on first frame VectorSet( bolt->maxs, 1.5, 1.5, 1.5 ); VectorScale( bolt->maxs, -1, bolt->mins ); bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trTime = level.time; VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, 1100, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->currentOrigin); } }
Solution Asgarath83 Posted February 3, 2016 Author Solution Posted February 3, 2016 Fixed, now works like the emplaced gun
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