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Re: accurate shot [Re: demiGod] #148585
08/17/07 22:18
08/17/07 22:18
Joined: Nov 2006
Posts: 141
South Africa
quasarchangel Offline
Member
quasarchangel  Offline
Member

Joined: Nov 2006
Posts: 141
South Africa
I have come across this same problem before. It must be the player walking into it. Unfortunately I could never come up with a solution. Maybe you can try something with push values?

EDIT | What about just doing a precalculated shot with a trace and then moving the passable ball as one would expect, with gravity, etc? Probably would be hard to do.

Another thought...
Are you using the physics engine for the ball? If so you can set the ball to ignore the player, if I remember corectly.

By the way your HUD models look quite nice.

2nd EDIT | It looks also like either your impact events for the ball are not correct or maybe glide is on?

Last edited by quasarchangel; 08/17/07 22:27.

God DID give us a manual on how to change this world...
Re: accurate shot [Re: demiGod] #148586
08/19/07 12:28
08/19/07 12:28
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
Quote:


Code:

function create_balls()
{
proc_kill(4);
vec_for_vertex (temp.x, weapon1, 1465);
ent_create (ball_mdl, temp.x, move_balls);
}

function move_balls()
{
var ball_speed;
my.pan = camera.pan;
my.tilt = camera.tilt;
ball_speed.x = 50 * time_step;
ball_speed.y = 0;
ball_speed.z = 10 * time_step; // change this to 0
while (my != null)
{
c_move (my, ball_speed, nullvector, ignore_passable);
ball_speed.z -= 3 * time_step; //change this to = -3 * time_step;
wait (1);
}
}







Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
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