|
3 registered members (Ayumi, Quad, AndrewAMD),
1,114
guests, and 4
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: PhysX movement
[Re: Ch40zzC0d3r]
#388659
12/05/11 21:03
12/05/11 21:03
|
Joined: Dec 2009
Posts: 53
Vyshess
OP
Junior Member
|
OP
Junior Member
Joined: Dec 2009
Posts: 53
|
i was trying that,but it has no effect on the player. (thanks that your are helping me every day  hoffe es nervt nicht zu sehr  )
A8 Commercial A5 Standart --------------- created games: - Bomber Maniacs
|
|
|
Re: PhysX movement
[Re: Vyshess]
#388674
12/06/11 05:05
12/06/11 05:05
|
Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
|
Serious User
Joined: Oct 2011
Posts: 1,082
Germany
|
Hm than I think its a bug. You should ask JCL for this physx bug. What version of 3dgs you use actually? BTW: (Kein Problem  Ich helfe gern  )
Last edited by Ch40zzC0d3r; 12/06/11 05:05.
|
|
|
Re: PhysX movement
[Re: Ch40zzC0d3r]
#389381
12/13/11 18:04
12/13/11 18:04
|
Joined: Dec 2009
Posts: 53
Vyshess
OP
Junior Member
|
OP
Junior Member
Joined: Dec 2009
Posts: 53
|
now i use V 8.30. i forgot to update A8...ähm..yes... But this makes my problem bigger `cause the player doesn`t fall down anymore. actually i use "players_pos.Z -=2*time_step;" to get him on the ground but i think thats not a good answer! any ideas?
A8 Commercial A5 Standart --------------- created games: - Bomber Maniacs
|
|
|
Re: PhysX movement
[Re: Vyshess]
#389387
12/13/11 19:36
12/13/11 19:36
|
Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
|
Serious User
Joined: Oct 2011
Posts: 1,082
Germany
|
You are funny xD When you use physx to move the player, than you dont need vmove gravity... Just set the player as object not player in physx like your bomb... So you need to recode the script for normal physx object not for playermovement 
|
|
|
Re: PhysX movement
[Re: Ch40zzC0d3r]
#389470
12/14/11 18:05
12/14/11 18:05
|
Joined: Dec 2009
Posts: 53
Vyshess
OP
Junior Member
|
OP
Junior Member
Joined: Dec 2009
Posts: 53
|
höhö i know.thanks ^^ i don`t get it...okay lets see. i have to replace " pXent_settype(my, PH_CHAR, PH_CAPSULE); " with pXent_settype(my, PH_RIGID, PH_CAPSULE); ? but i think "pXent_movechar(me, movement_speed, NULL, 0);" works only with "PH_CHAR"...i`m really confused
A8 Commercial A5 Standart --------------- created games: - Bomber Maniacs
|
|
|
Re: PhysX movement
[Re: Vyshess]
#389530
12/15/11 13:47
12/15/11 13:47
|
Joined: Oct 2011
Posts: 1,082 Germany
Ch40zzC0d3r
Serious User
|
Serious User
Joined: Oct 2011
Posts: 1,082
Germany
|
Yes you are 100% right. You need to do instead of
pXent_movechar(me, movement_speed, NULL, 0);
this:
pXent_move (ENTITY* entity, VECTOR* vReldist, VECTOR* vAbsdist)
And for rotate the same, than you have perfect gravity 
|
|
|
Re: PhysX movement
[Re: Ch40zzC0d3r]
#389577
12/15/11 20:14
12/15/11 20:14
|
Joined: Dec 2009
Posts: 53
Vyshess
OP
Junior Member
|
OP
Junior Member
Joined: Dec 2009
Posts: 53
|
hmm at the moment the player make some moves like a breakdancer..looks cool but he can`t walk normal. my actually code for the movement:
movement_speed.x = 10 * (key_cuu_key_cud) * time_step;
movement_speed.y = 10 * (key_cuu_key_cud) * time_step;
movement_speed.z = 0;
pXent_move (me, movement_speed, NULL);
not sure whats wrong there. the example in the manual is too cryptic for me or it doesn`t work so good `cause if i use it, the player falls through the ground. maybe you have a simple and working example for me?? and when should I use CHAR and RIGID? the manual shows the differences but I`m not sure what I should use for my player.
Last edited by Vyshess; 12/15/11 20:35.
A8 Commercial A5 Standart --------------- created games: - Bomber Maniacs
|
|
|
|