Open ppetr opened 12 years ago
I tried a simple thing: Making dretches smaller than the maximum step height:
diff --git a/assets/configs/classes/level0.cfg b/assets/configs/classes/level0.cfg
index 1497918..7a9718b 100644
--- a/assets/configs/classes/level0.cfg
+++ b/assets/configs/classes/level0.cfg
@@ -1,15 +1,15 @@
-name "Dretch"
+Name "Dretch"
model level0
-modelScale 1.2
+modelScale 1
skin default
shadowScale 0.5
hud alien_general_hud
-mins -15 -15 -15
-maxs 15 15 15
-crouchMaxs 15 15 15
-deadMins -15 -15 -15
-deadMaxs 15 15 15
+mins -15 -15 -7.5
+maxs 15 15 7.5
+crouchMaxs 15 15 7.5
+deadMins -15 -15 -7.5
+deadMaxs 15 15 7.5
zOffset -5.0
viewheight 0
Works indeed - they don't block any more, even not humans. Anyone, even trampling rant, just walks over them. (Now they could actually help rants to fly a bit and then crush.) The problem is that the bounding box is not a cube any more (and making a dretch 2x smaller in all dimensions makes it impossible to hit) and bounding boxes don't rotate. So a wall-walking dretch has an incorrect bounding box, which makes it harder to hit, can fit into too small holes etc. But it's a good start, maybe modifying PM_StepSlideMove
(which checks steps) will work.
Maybe humans walking over dretches (or at least battle suits) could damage them a bit. It makes sense that a rushing team of battle suits crushes a dretch running in their way.
Smaller dretches were to hard to hit, it shifted balance significantly. I had to revert it. Another option to try would be to make big aliens non-coliding for dretches (similraly to corpses, which are non-coliding for everyone).
Walk under them.