setmodel(self, "models/onslaught/generator.md3");
setsize(self, '-52 -52 -14', '52 52 75');
- if (!self.noalign)
- droptofloor();
+ if(!self.noalign)
+ {
+ setorigin(self, self.origin + '0 0 20');
+ droptofloor();
+ }
WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
WaypointSprite_UpdateHealth(self.sprite, self.health);
precache_sound("onslaught/controlpoint_underattack.wav");
precache_sound("onslaught/ons_spark1.wav");
precache_sound("onslaught/ons_spark2.wav");
+
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
setmodel(self, "models/onslaught/controlpoint_pad.md3");
//setsize(self, '-32 -32 0', '32 32 8');
- if (!self.noalign)
- droptofloor();
-
- setorigin(self, self.origin);
+ if(!self.noalign)
+ {
+ setorigin(self, self.origin + '0 0 20');
+ droptofloor();
+ }
self.touch = onslaught_controlpoint_touch;
self.team = 0;
self.colormap = 1024;
self.iscaptured = FALSE;
self.islinked = FALSE;
self.isshielded = TRUE;
+
// spawn shield model which indicates whether this can be damaged
self.enemy = spawn();
self.enemy.classname = "onslaught_controlpoint_shield";
self.enemy.movetype = MOVETYPE_NONE;
self.enemy.effects = EF_ADDITIVE;
setmodel(self.enemy , "models/onslaught/controlpoint_shield.md3");
-
+
setattachment(self.enemy , self, "");
//setsize(e, '-32 -32 0', '32 32 128');
WaypointSprite_UpdateRule(self.sprite, COLOR_TEAM2, SPRITERULE_TEAMPLAY);
onslaught_updatelinks();
-
+
self.reset = onslaught_controlpoint_reset;
}