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Re: Problem with origins, vectors and move (engl;
[Re: Xarthor]
#121320
04/05/07 15:07
04/05/07 15:07
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Joined: Mar 2007
Posts: 112
MikeS
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Joined: Mar 2007
Posts: 112
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ah, ok, will try it, atm he is moved by z.-= ....
edit:
Hmm, if i set the movement to c_move, he does not move as long as the player model is inside :-(
edit: Hmm, i think thsi happens, cause the model does not really "stand" onto the elevator floor, it has its feet "inside" the elevator floor. It doesent move this 4 quants up, when entering the elevator :-(
Last edited by MikeS; 04/05/07 15:52.
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Re: Problem with origins, vectors and move (engl;
[Re: MikeS]
#121321
04/11/07 09:03
04/11/07 09:03
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Joined: Mar 2007
Posts: 112
MikeS
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K, i solved the problem with player inside the elevator, just only added some small grav to my script, and move the elevator again by z-= ...
Found out, if i use c_move with the elevator, its a problem. :-)
function Gravity_use () { result = c_trace(vector(my.x,my.y,(my.z - 31)),vector(my.x,my.y,my.z - 1000), USE_BOX |IGNORE_ME | IGNORE_PASSABLE); if ((result == 0) || (result > 10)) { my.z -= 20*time_step; } if ((result > 2) && (result <= 10)) { my.z -= 2* time_step; } if (result < 1) { my.z += 2*time_step; } }
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Re: Problem with origins, vectors and move
[Re: MikeS]
#121322
04/11/07 21:25
04/11/07 21:25
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Joined: Apr 2007
Posts: 67
suriname0
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Joined: Apr 2007
Posts: 67
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Nice, but I am pretty sure you should use C_Move. That could make your movement much more compatible (and polygon based) then just altering X, Y, and Z. Even ent_move would be a good idea. And couldn't your player end up in the floor and then have to correct itself by increments of 2? That seems to me like it is pretty inefficient.
If I am posting, it probably means I am asking a question. Or faking my knowledge by agreeing with somebody else.
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