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How can I make climbing big hills hard on a terrain?(FPS Game)
#253986
02/28/09 08:38
02/28/09 08:38
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Joined: Jul 2008
Posts: 23 Turkey
Hatean
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I am working on a FPS player code. And I coded almost everything it needs but I got a problem which is: When player walks on a terrain, because of GLIDE, player walks so easily on the world even climbing very big hills. It should be harder and sometimes it should be impossible, player shoudln't be able to climb that big hills. How can I do that?
Waiting for help, thanks...
The Life Game is disgustingly bad but the graphics and reality are extremely cool...
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Re: How can I make climbing big hills hard on a terrain?(FPS Game)
[Re: Joey]
#253994
02/28/09 09:45
02/28/09 09:45
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Posts: 23 Turkey
Hatean
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Hmm, I didn't know these, thanks! But I tried them and couldn't get them to work. My code is: move_min_z = 1;
move_friction = 1;
c_move(player,HAREKET,nullvector,IGNORE_PASSABLE|GLIDE|USE_AABB); Player can still run through big hills with that code 
The Life Game is disgustingly bad but the graphics and reality are extremely cool...
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Re: How can I make climbing big hills hard on a terrain?(FPS Game)
[Re: Joey]
#254156
03/01/09 13:43
03/01/09 13:43
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Joined: Jul 2008
Posts: 23 Turkey
Hatean
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Allright, I tried without USE_AABB but still the same result  They don't effect in any way...
The Life Game is disgustingly bad but the graphics and reality are extremely cool...
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Re: How can I make climbing big hills hard on a terrain?(FPS Game)
[Re: Hatean]
#254162
03/01/09 14:02
03/01/09 14:02
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Try having a look at this thread. It may give some ideas or answers. Here
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: How can I make climbing big hills hard on a terrain?(FPS Game)
[Re: EvilSOB]
#254164
03/01/09 14:26
03/01/09 14:26
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Joined: Jul 2008
Posts: 23 Turkey
Hatean
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Thanks for the idea, I tried that:
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ANGLE a;
c_trace(player.x,my.x,IGNORE_ME);
vec_to_angle(a,normal);
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me : It is a little object that always in front of player(almost 70 quants away). And I am getting the second c_trace vector from it's coordinates.So, player sends a beam 70 quants away. I wrote a on a panel. But it returns always big values. And sometimes the numbers it returned don't make any sense. 
Last edited by Hatean; 03/01/09 14:43.
The Life Game is disgustingly bad but the graphics and reality are extremely cool...
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Re: How can I make climbing big hills hard on a terrain?(FPS Game)
[Re: Hatean]
#254184
03/01/09 16:48
03/01/09 16:48
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Expert
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Posts: 3,232
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Ive never used this but leave your panel showing "a.tilt" but slot in this line before the displays... a.tilt = cycle(a.tilt, -90, 90); If I understand 'c_trace' and 'normal' and 'vec_to_angle' correctly, "a.tilt" is 45 = 45 degree slope away from player "a.tilt" is 00 = flat wall-like structure. "a.tilt" is -45 = 45 degree slope toward player (overhanging cliff) I may have the calculations out by 90 degrees though.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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