Shields
Posted: Tue May 20, 2008 12:54 am
I have created a powerup which gives a player a shield with 300 health. Apon walking through a trigger, it binds and player gets the shield.
The shield protects the local.player from incoming bullet and frag damage, absorbing it as though it were the local.player. The shield is made of a hollow four-wall-box. The box is textured with glass, and is a func_crate entity. But, I have problems:
1) AI cannot see through the shield, (by line of sight) thus only the dog can (sometimes) kill you. The dog must look at the precise angle of the mitered corners. Afterward, It pounces and gets an instant kill.
2) When the player fires, some damage is delivered to the surrounding shield as well as the target.
3) Because the shield is a crate entity, Grenades bouncing off it have a 50/50 chance of instantly destroying it. This includes nades thrown by the $player.
Once the shield is attached to the player, it no longer interferes with other objects. It can freely pass through walls near tight doorways or if crouching behind a box. This is a preffered behavior.
The shield protects the local.player from incoming bullet and frag damage, absorbing it as though it were the local.player. The shield is made of a hollow four-wall-box. The box is textured with glass, and is a func_crate entity. But, I have problems:
1) AI cannot see through the shield, (by line of sight) thus only the dog can (sometimes) kill you. The dog must look at the precise angle of the mitered corners. Afterward, It pounces and gets an instant kill.
2) When the player fires, some damage is delivered to the surrounding shield as well as the target.
3) Because the shield is a crate entity, Grenades bouncing off it have a 50/50 chance of instantly destroying it. This includes nades thrown by the $player.
Once the shield is attached to the player, it no longer interferes with other objects. It can freely pass through walls near tight doorways or if crouching behind a box. This is a preffered behavior.