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Re: Gravity Script
[Re: Chavias]
#203914
04/24/08 23:19
04/24/08 23:19
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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no one can't give you a %100 working script without knowing your code.
And there are several ways to simulate gravity depending on the project. Tell us about your technique and then we can suggest solutions(as i said no one can offer %100 working script).
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Re: Gravity Script
[Re: Chavias]
#203961
04/25/08 11:46
04/25/08 11:46
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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then you may have a look in to David Lancaster's KH movement tut. Wiki Linkit basically, scans for the floor, and if player is above the floor, it moves the player on z axis with c move.
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Re: Gravity Script
[Re: Michael_Schwarz]
#206074
05/11/08 01:35
05/11/08 01:35
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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works for c-script, not sure if it works for lite-c... but you can try
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function gravity(){
vec_set(temp, my.x); temp.z = -999999; trace_mode = use_box + ignore_me + ignore_passents + ignore_passable; -trace(my.x, temp); if(result > 10){my.skill3 -= 150 * time;} else{my.skill3 = -trace(my.x, temp) * 1;}
//c_move(me, my.skill1, nullvector, glide); }
hope it helps.
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