05-14-2012, 11:12 AM
(This post was last modified: 05-14-2012, 11:15 AM by MirceaKitsune.)
Right... it's official then. I was unsure if animations are also available for the server to know all the time. And given the forcemodels issue, it makes this even less possible. I wouldn't want it getting in the way of other features especially ragdolls.
I might go with my other idea then, which is to cvar damage points against the player's origin. So for instance, to define damage for the right arm, you'd use '2 0 4' (a bit to the right and a bit more upward) instead a skeletal bone. This would be completely model-independent and models would not influence gameplay. You also wouldn't be looping through a large number of bones but read some fixed origins instead. If I go down this path, I likely won't code it as a mutator, but an (optional) feature in the damage code. Does this sound like an ok alternative?
I might go with my other idea then, which is to cvar damage points against the player's origin. So for instance, to define damage for the right arm, you'd use '2 0 4' (a bit to the right and a bit more upward) instead a skeletal bone. This would be completely model-independent and models would not influence gameplay. You also wouldn't be looping through a large number of bones but read some fixed origins instead. If I go down this path, I likely won't code it as a mutator, but an (optional) feature in the damage code. Does this sound like an ok alternative?