Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
0 registered members (), 18,008 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
flight action #189614
03/20/08 06:48
03/20/08 06:48
Joined: Apr 2007
Posts: 83
prog Offline OP
Junior Member
prog  Offline OP
Junior Member

Joined: Apr 2007
Posts: 83
hi...
i want the player camera attach to the flight..
Code:

////////////////////////////////////////////////////////////////////////
//local variables for ship movement to be adjusted when playtesting
var rise_speed_key = 1; //rise and fall speed when using the i and k keys
//var pan_speed_mouse = 2; //pan speed when using the mouse to turn
var pan_speed_key = 2; //pan speed when using j and l keys to turn
var roll_speed_player = 2; //roll speed when turned by player
var roll_speed_level = 1.5; //speed which the ship levels itself
var roll_extent = 18; //ship can roll to this extent angle
var tilt_speed_player = 0.5; //tilt speed when ship is rising and falling
var tilt_speed_level = 0.5; //tilt speed when ship is leveling off
//tilt angle up and down are not equal for better visual effect when flying
var tilt_extent_up = 3; //ship can tilt up to this angle
var tilt_extent_down = -3; //ship can tilt down to this angle
//relates to mouse force, the ship will not roll when the mouse force falls between
//this value and - this value, smooths out animation when using mouse
var roll_force_extent = 0.15;
var verticle_extent = 700; //extents for rising and falling

//player_current_health = player_base_health; //set the players health (armor)
////////////////////////////////////////////////////////////////////////
//collision detection and ship health section
my.enable_entity = on; // sensitive to collision with other entities
my.event = player_hit_event; //triggered on collision

player = me;
////////////////////// cameraTarget_ent = player;
while(my.z<50)
{
my.z +=1;
wait(1);
}

cameraTarget_ent = player;


sleep(2);
while (player!=null)
{
player.pan += pan_speed_key * (key_j - key_l) * time;
//triggers if ship has exceeded movement range
if (player.z > verticle_extent) || (player.z < -verticle_extent)
{
//if player ship reaches the extents and new mouse force or key force
//is applied in the direction of the extent, only verticle movement is possible
if (((my.z > verticle_extent) && (key_i)) || ((my.z < -verticle_extent) && (key_k)))
{
if(key_k == 1 && my.z<40)
{
forward_speed = 0;
}
/////////////////


c_move (player, vector(forward_speed,0, 0), nullvector, ignore_passable);
}
else
{
if(key_k == 1 && my.z<40)
{
forward_speed = 0;
}
/////////////////////

//normal flight
c_move (my, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable);
}
}
else
{

if(key_k == 1 && my.z <40)
{
forward_speed = 0;
}
/////////////////

//normal flight
c_move (player, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable);

}

////////////////////////////////////////////////////////////////////////
//ship will roll in the direction of the pan and level out when no force is applied
if (my.roll <= roll_extent && key_l)
{
my.roll += roll_speed_player * time;
}
if (my.roll >= -roll_extent && key_j)
{
my.roll -= roll_speed_player * time;
}
if ((my.roll > 0) && (key_l == 0))
{
my.roll -= roll_speed_level * time;
}
if ((my.roll < 0) && (key_j == 0) )
{
my.roll += roll_speed_level * time;
}
////////////////////////////////////////////////////////////////////////
//ship will tilt slightly when rising and falling
if ((my.tilt <= tilt_extent_up) && (key_i))
{
my.tilt += tilt_speed_player * time;
}
if ((my.tilt >= tilt_extent_down) && (key_k))
{
my.tilt -= tilt_speed_player * time;
}
if ((my.tilt > 0) && (key_i == 0))
{
my.tilt -= tilt_speed_level * time;
}
if ((my.tilt < 0) && (key_k == 0))
{
my.tilt += tilt_speed_level * time;
}


if (key_i == 1 && tilt_extent_up<=0 )
{
while(key_i == 1)
{
wait(1);
}
tilt_speed_player + = 1;
}
if (key_k == 1 && tilt_extent_down>=0)
{
while(key_k == 1)
{
wait(1);
}
tilt_speed_player - = 1;
}

wait(1);

}


when ever player touches the flight the flight moves , but the camera is not following the flight.
Am using A6 template and i want the camera to move along the flight.

Re: flight action [Re: prog] #189615
03/21/08 01:46
03/21/08 01:46
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
So wheres the camera?

Re: flight action [Re: prog] #189616
03/25/08 09:09
03/25/08 09:09
Joined: Apr 2007
Posts: 83
prog Offline OP
Junior Member
prog  Offline OP
Junior Member

Joined: Apr 2007
Posts: 83
Quote:

hi...
i want the player camera attach to the flight..
Code:

////////////////////////////////////////////////////////////////////////
//local variables for ship movement to be adjusted when playtesting
var rise_speed_key = 1; //rise and fall speed when using the i and k keys
//var pan_speed_mouse = 2; //pan speed when using the mouse to turn
var pan_speed_key = 2; //pan speed when using j and l keys to turn
var roll_speed_player = 2; //roll speed when turned by player
var roll_speed_level = 1.5; //speed which the ship levels itself
var roll_extent = 18; //ship can roll to this extent angle
var tilt_speed_player = 0.5; //tilt speed when ship is rising and falling
var tilt_speed_level = 0.5; //tilt speed when ship is leveling off
//tilt angle up and down are not equal for better visual effect when flying
var tilt_extent_up = 3; //ship can tilt up to this angle
var tilt_extent_down = -3; //ship can tilt down to this angle
//relates to mouse force, the ship will not roll when the mouse force falls between
//this value and - this value, smooths out animation when using mouse
var roll_force_extent = 0.15;
var verticle_extent = 700; //extents for rising and falling

//player_current_health = player_base_health; //set the players health (armor)
////////////////////////////////////////////////////////////////////////
//collision detection and ship health section
my.enable_entity = on; // sensitive to collision with other entities
my.event = player_hit_event; //triggered on collision

player = me;
cameraTarget_ent = player;
while(my.z<50)
{
my.z +=1;
wait(1);
}

cameraTarget_ent = player;///////////from A6 template


sleep(2);
while (player!=null)
{
player.pan += pan_speed_key * (key_j - key_l) * time;
//triggers if ship has exceeded movement range
if (player.z > verticle_extent) || (player.z < -verticle_extent)
{
//if player ship reaches the extents and new mouse force or key force
//is applied in the direction of the extent, only verticle movement is possible
if (((my.z > verticle_extent) && (key_i)) || ((my.z < -verticle_extent) && (key_k)))
{
if(key_k == 1 && my.z<40)
{
forward_speed = 0;
}
/////////////////


c_move (player, vector(forward_speed,0, 0), nullvector, ignore_passable);
}
else
{
if(key_k == 1 && my.z<40)
{
forward_speed = 0;
}
/////////////////////

//normal flight
c_move (my, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable);
}
}
else
{

if(key_k == 1 && my.z <40)
{
forward_speed = 0;
}
/////////////////

//normal flight
c_move (player, vector(forward_speed,0, time - rise_speed_key * (key_k - key_i)), nullvector, ignore_passable);

}

////////////////////////////////////////////////////////////////////////
//ship will roll in the direction of the pan and level out when no force is applied
if (my.roll <= roll_extent && key_l)
{
my.roll += roll_speed_player * time;
}
if (my.roll >= -roll_extent && key_j)
{
my.roll -= roll_speed_player * time;
}
if ((my.roll > 0) && (key_l == 0))
{
my.roll -= roll_speed_level * time;
}
if ((my.roll < 0) && (key_j == 0) )
{
my.roll += roll_speed_level * time;
}
////////////////////////////////////////////////////////////////////////
//ship will tilt slightly when rising and falling
if ((my.tilt <= tilt_extent_up) && (key_i))
{
my.tilt += tilt_speed_player * time;
}
if ((my.tilt >= tilt_extent_down) && (key_k))
{
my.tilt -= tilt_speed_player * time;
}
if ((my.tilt > 0) && (key_i == 0))
{
my.tilt -= tilt_speed_level * time;
}
if ((my.tilt < 0) && (key_k == 0))
{
my.tilt += tilt_speed_level * time;
}


if (key_i == 1 && tilt_extent_up<=0 )
{
while(key_i == 1)
{
wait(1);
}
tilt_speed_player + = 1;
}
if (key_k == 1 && tilt_extent_down>=0)
{
while(key_k == 1)
{
wait(1);
}
tilt_speed_player - = 1;
}

wait(1);

}


when ever player touches the flight the flight moves , but the camera is not following the flight.
Am using A6 template and i want the camera to move along the flight.




Last edited by prog; 03/25/08 09:11.

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1