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Kollisionserkennung nach Sprung nicht korrekt #375754
06/27/11 18:28
06/27/11 18:28
Joined: Apr 2011
Posts: 5
Germany
Braindrain85 Offline OP
Newbie
Braindrain85  Offline OP
Newbie

Joined: Apr 2011
Posts: 5
Germany
Ich hab ein Problem mit meinem Charakter. Nach dem Springen geht sie nicht mehr ganz auf den Boden zurück, sondern schwebt knapp darüber. Hat irgendjemand eine Idee was das sein könnte?



Re: Kollisionserkennung nach Sprung nicht korrekt [Re: Braindrain85] #375755
06/27/11 18:59
06/27/11 18:59
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Da musst du schon deinen Schwerkraft-/ Sprungcode posten, sonst wird dir niemand helfen können!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Kollisionserkennung nach Sprung nicht korrekt [Re: Superku] #375770
06/27/11 20:01
06/27/11 20:01
Joined: Apr 2011
Posts: 5
Germany
Braindrain85 Offline OP
Newbie
Braindrain85  Offline OP
Newbie

Joined: Apr 2011
Posts: 5
Germany
vec_set(temp, my.x); //Messen der Höhe über dem Boden
temp.z -= 4000;
floor_col_pos = c_trace(my.x, temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS|IGNORE_SPRITES|USE_BOX);



if(str_cmp(ani_switch, "Run") || str_cmp(ani_switch, "Jump")) //beim Rennen- und Springen-Status
{
move_speed_side = 0;

if(move_speed < 0)
{
move_speed = 0;
}

if(move_speed < 8)
{
move_speed += 0.5;
}
else
{
move_speed = 8;
}


if(str_cmp(ani_switch, "Jump")) //beim Springen-Status
{
Jump_Status = 1;

if(vertical_speed < 0)
{
vertical_speed = 0;
}

if(vertical_speed < 10)
{
vertical_speed += 0.2;
}
else
{
vertical_speed = 10;
}


}

}
if(str_cmp(ani_switch, "Fall")) //beim Fallen-Status
{
move_speed_side = 0;

Fall_Status = 1;
Jump_Status = 0;

if(move_speed > 0)
{
move_speed -= 0.05;
}
else
{
move_speed = 0;
}

if(vertical_speed > 0)
{
vertical_speed = 0;
}

if(floor_col_pos > 0)
{
if(vertical_speed > -10)
{
vertical_speed -= 0.2;
}
else
{
vertical_speed = -10;
}
}

if(floor_col_pos <= 0)
{
vertical_speed = 0;
}
}



if(floor_col_pos > 150) //beim Fliegen-Status
{
move_speed_side = 0;

Jump_Status = 0;
Jump_percentage = 0;

if(move_speed > 0)
{
move_speed -= 0.05;
}
else
{
move_speed = 0;
}


Fly_Status = 1;

if(vertical_speed > -10)
{
vertical_speed -= 0.2;
}
else
{
vertical_speed = -10;
}
}


if((floor_col_pos < 100) && (Fly_Status == 1)) //bei geringer Höhe auf Fall-Status setzen
{
move_speed_side = 0;
Fly_Status = 0;
Fall_Status = 1;
}



player_dist.x = move_speed_side * global_time; //aktualisiere Bewegung
player_dist.y = -move_speed * global_time;
player_dist.z = vertical_speed * global_time;



if(my == mdl_player) //Player bewegen
{
move_min_z = 0.4;
c_move(my, player_dist, nullvector, IGNORE_PASSABLE|GLIDE);




}


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