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| Tutorials are copyrighted by their author and the Inside3D staff. And may be used in any Quake modification provided that the author and the InsideQC staff are credited. Please direct any comments to the author. |
Created By: | [SL1CK]-=MERL1N=- |
eMail: | phillm@netlink.com.au |
Difficulty Scale: | Easy |
Step 1
You will have noticed in Quake 2 that when monsters are half dead they have gunshot wounds etc on them. This rocks so here's how to do it in Quake 1 :) It isnt perfect, but U get the idea :)
Step 2
The first thing is for you to open up the grunt model (soldier.mdl) and make a new skin with all blood n stuff on it, its up to you how good ya do it :)Then open up soldier.qc and go down to
Void(entity attacker, float damage) army_pain =
Step 3
Now what we want is if the grunts health drops below a certain level the other skin will be there so that he will look like he has been shot/cut/chopped etc. All we really have to decide is that level. I will make the number 20 and the grunts all-over health 50. Because if the value was say 5, if you killed him and his health didn't get there it wont come up :)
So where it says :
if (r < 0.2)
{
if (self.health < 20) // if helath under 20 - added
{ // - added
self.skin = 1; // make the skin "1" - added
} // - added
self.pain_finished = time + 0.6;
army_pain1 ();
sound (self, CHAN_VOICE, "soldier/pain1.wav", 1, ATTN_NORM);
}
Step 4Now that that's there go down to where it says :
void() monster_army =
and change the
self.health = 30; to
self.health = 50;
and just above that add in
self.skin = 0;
Step 5
And that's it, well hopefully :) It worked for me :) just compile and run.
Now you can go round all the other baddies and do the same, you can ever have different layers of degeneration :)
Tutorial html
coding by Achilles.