
Posted
by IoN_PuLse (24.115.150.*) at
10:55 PM, 2/28/2001:
|
Ok some
of you might think "this is easy" but hey I feel proud to have
figured it out on my own and now I'm sharing it with those of you who might
not know how. This will get rid of the
spawn pads, so you can't see them, and so they aren't "still there"
where the model is gone but you can tell there is still one there when
playing the game. (ie player steps up or something) It's really simple, just
open up g_misc.c: Goto the bottom and find
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) Change the code below to
this: // gi.setmodel (ent,
"models/objects/dmspot/tris.md2"); ent->s.skinnum = 0; // ent->s.effects |=
EF_FLIES; gi.linkentity (ent); Ok as you can see some
stuff is commented out, but the main thing that is different is the values
given to the max and mins of the VectorSet. Changing the x's and y's to 0
make the spot as small as possible, but to get it to be flat with the map
surface and not cause any funny "bouncing" problems change the z to
-24 for both, which is the value of which the bottom of the pad is found. -IoN_PuLse And yes, I wrote that
simple tutorial :) |
Link: 007 Quake II