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Unit go up to vertical walls! Need him fall dawn! #136674
06/16/07 11:06
06/16/07 11:06
Joined: Sep 2006
Posts: 188
Latvia
MDI Offline OP
Member
MDI  Offline OP
Member

Joined: Sep 2006
Posts: 188
Latvia
I have maded physic for model when he drop from air and so on but i need get when he cant go up in too vertical walls terrains and so on! If any can help then please!

Here is picture if any cant understand what i mean with that!



P.S. Sorry for bad english!


Latvija rullē
Re: Unit go up to vertical walls! Need him fall da [Re: MDI] #136675
06/16/07 11:20
06/16/07 11:20
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
You may use normal vector
trace down and if normal > something don't go any further

Last edited by tompo; 06/16/07 11:20.

Never say never.
Re: Unit go up to vertical walls! Need him fall dawn! [Re: MDI] #136676
06/16/07 11:20
06/16/07 11:20
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
Dont know if i understood your problem but if you made a physics script for your player you will have a vertical force (gravity). So if you want to climb terrains and so decrease that force or increase the steering forces.


" If i disappear without say anything that´s because i´m dead. "
Only problem [Re: demiGod] #136677
06/16/07 13:01
06/16/07 13:01
Joined: Sep 2006
Posts: 188
Latvia
MDI Offline OP
Member
MDI  Offline OP
Member

Joined: Sep 2006
Posts: 188
Latvia
Only one problem is taht when i havent idea about this! How to make!
I need any who can help with some code lines!


Latvija rullē
Re: Only problem [Re: MDI] #136678
06/16/07 14:22
06/16/07 14:22
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
something like this

while(me)
{
vec_set(temp,my.x);
temp.z = -500;
c_trace(my.x,temp,IGNORE_ME|IGNORE_PASSABLE|IGNORE_SPRITES);
if(abs(normal) > 0.4){my.speed = 0;} //I've used abs to make this working both sides, I mean if slope is increasing or descending but You can change it to move faster is descending and stop if increasing to much
else{my.speed =5;}
c_move(me,vector(my.speed *time_step,0,0),nullvector,GLIDE);
wait(1);
}

edit: but problem is that the normal will be the same no matter what your pan will be.
So another idea is to tracing from 4 differents points (one front, one behind, one on the left and one on the right side of the plyaer) and checking differences between distances to the floor.
So if difference between distances to floor between front one and back one is to large (f.e. back one is higher than front one) it means you are on increasing slope etc
Then your speed can depend of differences. If slope is more increasing then slower the speed is.
I like this idea

Last edited by tompo; 06/16/07 14:41.

Never say never.
Re: Only problem [Re: tompo] #136679
06/16/07 20:48
06/16/07 20:48
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
disable z glide might help, you can specify the degrees but it depends on the size and origin of your models.
More can be found in the manual.


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