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Re: Problem with origins, vectors and move (engl; [Re: MikeS] #121317
04/05/07 14:10
04/05/07 14:10
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Did you try the Auto reload thing I told you about in my last post?

Re: Problem with origins, vectors and move (engl; [Re: Xarthor] #121318
04/05/07 14:42
04/05/07 14:42
Joined: Mar 2007
Posts: 112
MikeS Offline OP
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MikeS  Offline OP
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Joined: Mar 2007
Posts: 112
yep, i set it on.

For some entities it works, for other it doesnt work. In my script i set all the //uses on really all related actions.

but it dies not update the skills for some entities.

Well, ok, doesnt matter. Now im searching for an methode to keep my player model inside the elevator. (means it has to move up with the elevator :-) ) Maybe u have any ideas for that?

Thanks.

Re: Problem with origins, vectors and move (engl; [Re: MikeS] #121319
04/05/07 15:02
04/05/07 15:02
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Posts: 4,436
Germany, Luebeck
If your elevator is moved by c_move the player should stay inside of it without any problem.

Re: Problem with origins, vectors and move (engl; [Re: Xarthor] #121320
04/05/07 15:07
04/05/07 15:07
Joined: Mar 2007
Posts: 112
MikeS Offline OP
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MikeS  Offline OP
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Joined: Mar 2007
Posts: 112
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.
Re: Problem with origins, vectors and move (engl; [Re: MikeS] #121321
04/11/07 09:03
04/11/07 09:03
Joined: Mar 2007
Posts: 112
MikeS Offline OP
Member
MikeS  Offline OP
Member

Joined: Mar 2007
Posts: 112
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;
}
}

Re: Problem with origins, vectors and move [Re: MikeS] #121322
04/11/07 21:25
04/11/07 21:25
Joined: Apr 2007
Posts: 67
suriname0 Offline
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suriname0  Offline
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Joined: Apr 2007
Posts: 67
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.
Re: Problem with origins, vectors and move [Re: suriname0] #121323
04/12/07 09:03
04/12/07 09:03
Joined: Mar 2007
Posts: 112
MikeS Offline OP
Member
MikeS  Offline OP
Member

Joined: Mar 2007
Posts: 112
my player movement is with c_move, but with only c_move on, he will not fall from higher positions or anything, hes moving then into air. And if i move the elevator with c_move, he does not move as long as the player is inside. And, the player does not stay on the floor, if i set him 1 or 2 quants over the gound in wed.

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