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flight action
#189614
03/20/08 06:48
03/20/08 06:48
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Joined: Apr 2007
Posts: 83
prog
OP
Junior Member
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OP
Junior Member
Joined: Apr 2007
Posts: 83
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hi... i want the player camera attach to the flight.. Code:
//////////////////////////////////////////////////////////////////////// //local variables for ship movement to be adjusted when playtesting var rise_speed_key = 1; //rise and fall speed when using the i and k keys //var pan_speed_mouse = 2; //pan speed when using the mouse to turn var pan_speed_key = 2; //pan speed when using j and l keys to turn var roll_speed_player = 2; //roll speed when turned by player var roll_speed_level = 1.5; //speed which the ship levels itself var roll_extent = 18; //ship can roll to this extent angle var tilt_speed_player = 0.5; //tilt speed when ship is rising and falling var tilt_speed_level = 0.5; //tilt speed when ship is leveling off //tilt angle up and down are not equal for better visual effect when flying var tilt_extent_up = 3; //ship can tilt up to this angle var tilt_extent_down = -3; //ship can tilt down to this angle //relates to mouse force, the ship will not roll when the mouse force falls between //this value and - this value, smooths out animation when using mouse var roll_force_extent = 0.15; var verticle_extent = 700; //extents for rising and falling //player_current_health = player_base_health; //set the players health (armor) //////////////////////////////////////////////////////////////////////// //collision detection and ship health section my.enable_entity = on; // sensitive to collision with other entities my.event = player_hit_event; //triggered on collision player = me; ////////////////////// cameraTarget_ent = player; while(my.z<50) { my.z +=1; wait(1); }
cameraTarget_ent = player;
sleep(2); while (player!=null) { player.pan += pan_speed_key * (key_j - key_l) * time; //triggers if ship has exceeded movement range if (player.z > verticle_extent) || (player.z < -verticle_extent) { //if player ship reaches the extents and new mouse force or key force //is applied in the direction of the extent, only verticle movement is possible if (((my.z > verticle_extent) && (key_i)) || ((my.z < -verticle_extent) && (key_k))) { if(key_k == 1 && my.z<40) { forward_speed = 0; } ///////////////// c_move (player, vector(forward_speed,0, 0), nullvector, ignore_passable); } else { if(key_k == 1 && my.z<40) { forward_speed = 0; } /////////////////////
//normal flight c_move (my, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable); } } else { if(key_k == 1 && my.z <40) { forward_speed = 0; } /////////////////
//normal flight c_move (player, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable); }
//////////////////////////////////////////////////////////////////////// //ship will roll in the direction of the pan and level out when no force is applied if (my.roll <= roll_extent && key_l) { my.roll += roll_speed_player * time; } if (my.roll >= -roll_extent && key_j) { my.roll -= roll_speed_player * time; } if ((my.roll > 0) && (key_l == 0)) { my.roll -= roll_speed_level * time; } if ((my.roll < 0) && (key_j == 0) ) { my.roll += roll_speed_level * time; } //////////////////////////////////////////////////////////////////////// //ship will tilt slightly when rising and falling if ((my.tilt <= tilt_extent_up) && (key_i)) { my.tilt += tilt_speed_player * time; } if ((my.tilt >= tilt_extent_down) && (key_k)) { my.tilt -= tilt_speed_player * time; } if ((my.tilt > 0) && (key_i == 0)) { my.tilt -= tilt_speed_level * time; } if ((my.tilt < 0) && (key_k == 0)) { my.tilt += tilt_speed_level * time; } if (key_i == 1 && tilt_extent_up<=0 ) { while(key_i == 1) { wait(1); } tilt_speed_player + = 1; } if (key_k == 1 && tilt_extent_down>=0) { while(key_k == 1) { wait(1); } tilt_speed_player - = 1; } wait(1);
}
when ever player touches the flight the flight moves , but the camera is not following the flight. Am using A6 template and i want the camera to move along the flight.
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Re: flight action
[Re: prog]
#189616
03/25/08 09:09
03/25/08 09:09
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Joined: Apr 2007
Posts: 83
prog
OP
Junior Member
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OP
Junior Member
Joined: Apr 2007
Posts: 83
|
Quote:
hi... i want the player camera attach to the flight.. Code:
//////////////////////////////////////////////////////////////////////// //local variables for ship movement to be adjusted when playtesting var rise_speed_key = 1; //rise and fall speed when using the i and k keys //var pan_speed_mouse = 2; //pan speed when using the mouse to turn var pan_speed_key = 2; //pan speed when using j and l keys to turn var roll_speed_player = 2; //roll speed when turned by player var roll_speed_level = 1.5; //speed which the ship levels itself var roll_extent = 18; //ship can roll to this extent angle var tilt_speed_player = 0.5; //tilt speed when ship is rising and falling var tilt_speed_level = 0.5; //tilt speed when ship is leveling off //tilt angle up and down are not equal for better visual effect when flying var tilt_extent_up = 3; //ship can tilt up to this angle var tilt_extent_down = -3; //ship can tilt down to this angle //relates to mouse force, the ship will not roll when the mouse force falls between //this value and - this value, smooths out animation when using mouse var roll_force_extent = 0.15; var verticle_extent = 700; //extents for rising and falling //player_current_health = player_base_health; //set the players health (armor) //////////////////////////////////////////////////////////////////////// //collision detection and ship health section my.enable_entity = on; // sensitive to collision with other entities my.event = player_hit_event; //triggered on collision player = me; cameraTarget_ent = player; while(my.z<50) { my.z +=1; wait(1); }
cameraTarget_ent = player;///////////from A6 template
sleep(2); while (player!=null) { player.pan += pan_speed_key * (key_j - key_l) * time; //triggers if ship has exceeded movement range if (player.z > verticle_extent) || (player.z < -verticle_extent) { //if player ship reaches the extents and new mouse force or key force //is applied in the direction of the extent, only verticle movement is possible if (((my.z > verticle_extent) && (key_i)) || ((my.z < -verticle_extent) && (key_k))) { if(key_k == 1 && my.z<40) { forward_speed = 0; } ///////////////// c_move (player, vector(forward_speed,0, 0), nullvector, ignore_passable); } else { if(key_k == 1 && my.z<40) { forward_speed = 0; } /////////////////////
//normal flight c_move (my, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable); } } else { if(key_k == 1 && my.z <40) { forward_speed = 0; } /////////////////
//normal flight c_move (player, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable); }
//////////////////////////////////////////////////////////////////////// //ship will roll in the direction of the pan and level out when no force is applied if (my.roll <= roll_extent && key_l) { my.roll += roll_speed_player * time; } if (my.roll >= -roll_extent && key_j) { my.roll -= roll_speed_player * time; } if ((my.roll > 0) && (key_l == 0)) { my.roll -= roll_speed_level * time; } if ((my.roll < 0) && (key_j == 0) ) { my.roll += roll_speed_level * time; } //////////////////////////////////////////////////////////////////////// //ship will tilt slightly when rising and falling if ((my.tilt <= tilt_extent_up) && (key_i)) { my.tilt += tilt_speed_player * time; } if ((my.tilt >= tilt_extent_down) && (key_k)) { my.tilt -= tilt_speed_player * time; } if ((my.tilt > 0) && (key_i == 0)) { my.tilt -= tilt_speed_level * time; } if ((my.tilt < 0) && (key_k == 0)) { my.tilt += tilt_speed_level * time; } if (key_i == 1 && tilt_extent_up<=0 ) { while(key_i == 1) { wait(1); } tilt_speed_player + = 1; } if (key_k == 1 && tilt_extent_down>=0) { while(key_k == 1) { wait(1); } tilt_speed_player - = 1; } wait(1);
}
when ever player touches the flight the flight moves , but the camera is not following the flight. Am using A6 template and i want the camera to move along the flight.
Last edited by prog; 03/25/08 09:11.
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