Zet0rz / nzombies

A GM13 Nazi Zombies style (WIP) gamemode
GNU General Public License v3.0
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Spawning Needs A Fix (☑ nodraw, ☑ invulnerability) #226

Closed OctothorpeObelus closed 8 years ago

OctothorpeObelus commented 8 years ago

I noticed that Dogs briefly appear then dissappear as the lightning strikes. During this 1/2 a second when they appear, you can kill them before spawning, causing the lightning to go on forever.

Zet0rz commented 8 years ago

They are actually vulnerable for the entire duration (unless the collision group makes it unable to be hit by bullets?), but yeah they shouldn't appear for a split second. To be honest we should probably make all zombies spawn with nodraw and require to set that back to false in the spawn function; this also happens to normal zombies briefly appear standing up before their animation.

OctothorpeObelus commented 8 years ago

Sounds good to me :) Since you brought up the max zombies variable being 0, it would be interesting to have a pause button on the F1 menu that sets it to 0 before you hit the button again.

OctothorpeObelus commented 8 years ago

^ I would only make it available between rounds though.

OctothorpeObelus commented 8 years ago

I've also noticed that sometimes zombies use the players running animation instead of their own.

Zet0rz commented 8 years ago

Nodraw has been applied to hellhounds in commit bb547999bfca9f6974bc185654c3e1246e97f043. It hasn't done anything against the vulnerability though. Also zombies can use player's running animations because all player animations are in the model, and some of them are hard-coded to ACT_WALK or ACT_RUN; we can't change that. But the weight for our zombie animations is so much higher so it's a relatively small chance.

OctothorpeObelus commented 8 years ago

Ok.

But the weight for our zombie animations is so much higher so it's a relatively small chance.

Any way to change the weight of the ACT_*? Or is all of it hard-coded? If there isn't a max weight value, you could just set it higher? :P

Zet0rz commented 8 years ago

Hard-coded. There isn't a max value afaik, we've set our animations to 10000. I believe the default run and those animations are 1. I can't edit those as the animations are "included" into our model from the base player model, which means it just copies from the player model (weights and everything).

OctothorpeObelus commented 8 years ago

Ok.

On the invulnerability side of things, why not set their health to 10,000 for 1 second (the approx. time until spawn animation starts) and then set it back to 100 or whatever the scale is.

Zet0rz commented 8 years ago

Why not just prevent damage at all? It is possible, just didn't do it.

OctothorpeObelus commented 8 years ago

It is possible, just didn't do it.

Oh .-. Really either way works but your way may take up less resources and lines.

Zet0rz commented 8 years ago

They are now invulnerable as of commit 39aea56d62f02be82af9203c88d092d4c25a0135

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