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ForumsCog Forum → Saber Blocking
Saber Blocking
2001-03-05, 12:11 PM #1
Is there anything in the walkplayer template that controls the saber block radius. I don't think so, but just checking. I need some way to allow you to block saber swings directed at your back as well as the ones directed at your front. Is there a way, in the damaged message, to check what angle a saber strike came from?
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2001-03-06, 5:07 AM #2
Bump!
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2001-03-06, 6:36 AM #3
there is an attribute called chance i forgot how it works though, i think 1 is the best blocking, 0 is the worst
I'm just an old man with a skooma problem.
2001-03-07, 8:55 AM #4
I know about that. What I need help with is calculating the angle that the strike came from.
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2001-03-11, 10:35 AM #5
anyone?
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2001-03-11, 10:59 AM #6
ok, im not sure if this will work, but you could try putting this code in the blocked: message in the kyle.cog

strikeLook = GetThingLvec(GetSourceRef());
that will get what way the thing that you block was looking at, but if you want to get the angle that you asre looking at it from use this:

strikeLook = VectorSub(GetThingPos(GetSourceRef()), GetThingPos(player));

as you can see, i have assumed that GetSourceRef() will return us the thing that caused the blocked message, but the blocked message gets called from the saber cog indirectly...so im not sure it will work.
I'm just an old man with a skooma problem.

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