how did you decompile the model?
On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
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Adam, yes this worked for me. All I did was decompile default
crossbow_bolt and edited QC as you stated...here's
what I edited/added...
*****************
$modelname "crossbow_bolt.mdl"
$model "body" "bowarrow_bolt.smd"
$cdmaterials "models\weapons\v_models\bowarrow\"
//xyz ....adjust screen position
$origin -5 -15 -3
$hboxset "default"
$surfaceprop "weapon"
$illumposition 2.000 0.000 0.000
$sequence idle "idle" fps 30.00
*******************
Thanks,
Gus
Adam "amckern" Mckern wrote:
> You can always try and pull back on the crossbow bolts
> $origin in the QC file, and then recompile the model.
>
> The hit box will then be moved along with the model
> its self - so when it hits the wall, the model will
> not sink as deep.
>
> Adam
>
>
> --- "Joel R." <[EMAIL PROTECTED]> wrote:
>
>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Does the bolt disappear when it hits the wall or
>> does it stay stuck there
>> for about 2 seconds?
>>
>> If it disappears try commenting this in that same
>> else block
>> //AddEffects( EF_NODRAW );
>>
>> On 12/28/06, Gus <[EMAIL PROTECTED]> wrote:
>>
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>> format.
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>>> Hi Joel, I gave this solution a try but didn't get
>>>
>> results. here's what
>>
>>> I did...I also
>>> increased the 10 to as high 19 but still no
>>>
>> results. Though it did
>>
>>> compile well.
>>>
>>> ****************************************
>>> if ( ( hitDot < 0.5f ) && ( speed >
>>>
>> 100 ) )
>>
>>> {
>>> Vector vReflection = 2.0f *
>>>
>> tr.plane.normal * hitDot +
>>
>>> vecDir;
>>>
>>> QAngle reflectAngles;
>>>
>>> VectorAngles( vReflection,
>>>
>> reflectAngles );
>>
>>> SetLocalAngles( reflectAngles );
>>>
>>> SetAbsVelocity( vReflection *
>>>
>> speed * 0.75f );
>>
>>> // Start to sink faster
>>> SetGravity( 1.0f );
>>> }
>>> else
>>> {
>>> SetAbsOrigin( GetAbsOrigin() +
>>>
>> tr.plane.normal * 10 );
>>
>>> //YOUR SUGGESTION
>>> SetThink(
>>>
>> &CBowarrowBolt::SUB_Remove );
>>
>>> SetNextThink( gpGlobals->curtime +
>>>
>> 2.0f );
>>
>>> ********************************************
>>>
>>> Gus
>>>
>>>
>> --
>>
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>
>
> --------
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