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spaceship #131263
05/23/07 06:55
05/23/07 06:55
Joined: Apr 2007
Posts: 83
prog Offline OP
Junior Member
prog  Offline OP
Junior Member

Joined: Apr 2007
Posts: 83
how to make the spaceship move in the space(air).

Re: spaceship [Re: prog] #131264
05/23/07 07:24
05/23/07 07:24
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
search your manual for ent_move/c_move, ang_rotate/ang_add/c_rotate

Re: spaceship [Re: broozar] #131265
05/27/07 06:40
05/27/07 06:40
Joined: Aug 2006
Posts: 128
Papua New Guinea
I
Impaler Offline
Member
Impaler  Offline
Member
I

Joined: Aug 2006
Posts: 128
Papua New Guinea
If it's a large spaceship, you should use the polygon flag combined with directly changing the x, y, z coordinates, because it c_move doesn't work with polygon collision models.


Murphey's Law:
<< if anything can go wrong, it will >>

(Murphey was an optimist).
Re: spaceship [Re: Impaler] #131266
05/31/07 11:12
05/31/07 11:12
Joined: Mar 2007
Posts: 18
A
ato Offline
Newbie
ato  Offline
Newbie
A

Joined: Mar 2007
Posts: 18
try this one

Code:


...

// direction is a vector...

spaceship.x += direction.x;
spaceship.y += direction.y;
spaceship.z += direction.z;




Re: spaceship [Re: ato] #131267
05/31/07 11:20
05/31/07 11:20
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
move... c_move
rotate.... c_rotate
easy... isn't it?

if you want to have full 360 degree pan/tilt use use_axisr mode


Never say never.

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