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(I've sort of accepted as my ingame lore that houndeyes are too tropical to survive and adapt to the arctic cold when bullsquids have adapted and headcrabs and pitdrones, but still would be cool to have xen grenade teleport them from their natural habitats)
Some day I hope to make an addon with a nice custom model for the houndeyes and recipes to spawn them. Anybody is free to give that a shot
Keep in mind with the current code, the projectile barely works. But I'd really appreciate it if you could recompile the model with this event added, that way the voltigore would be basically functional for the purpose of testing the code.
I do notice that with this model, the voltigore projectile does not spawn. I haven't decompiled the model yet, but I suspect it's because of a missing animation event. Here's what the sequence for the range attack looks like in my QC file:
$sequence "distanceattack" {
"voltigore_anims\distanceattack"
ACT_RANGE_ATTACK1 1
blend XR -30 45
{ event 1 40 }
{ event 1008 1 "voltigore/voltigore_attack_shock.wav" }
fps 45
}
anyways, you could see the mod Entropy Zero: Uprising on moddb
sk_Houndeye_dmg_blast : 0 : , "sv" :
sk_Houndeye_health : 0 : , "sv" :
Are by default "0", which could explain why the houndeye wouldn't dish out any damage, but
sk_voltigore_dmg_slash : 15 : , "sv" :
sk_voltigore_dmg_spit : 15 : , "sv" :
sk_voltigore_health : 400 : , "sv" :
sk_voltigore_spit_arc_sze : 3 : , "sv" :
sk_voltigore_spit_gravity : 600 : , "sv" :
All are default values.
So I dunno, might be the script files, the ".h" files that are compiled in the server & client dll files which actually control damage they deal? :/