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strange c_rotate problem
#204309
04/28/08 16:48
04/28/08 16:48
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
OP
User
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OP
User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
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My code:
var mouse_hor;
var mouse_ver;
var sens_mouse;
define speed,skill1;
define speed_max,skill2;
while(me)
{
mouse_hor = (pointer.x -((screen_size.x )/2)) * sens_mouse;
mouse_ver = (pointer.y -((screen_size.y )/2)) * sens_mouse;
if(key_w ==1)
{if(my.speed < my.speed_max){my.speed += 0.5 *time_step;
c_rotate (me, vector(mouse_hor *time_step, mouse_ver *time_step, 0), ignore_passable | USE_AXISR);
c_move(me, vector(my.speed * time_step,0,0), nullvector, ignore_passable | glide);
wait(1);
}
Everything working ok... until i'm only rotating or pressing W. If i press W while rotating i have 1513 error it this code (c_rotate). The same is while pressing W i make a turn with mouse. Where is the problem?!
Last edited by tompo; 04/28/08 17:35.
Never say never.
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Re: strange c_rotate problem
[Re: Uhrwerk]
#204400
04/29/08 05:35
04/29/08 05:35
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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Where do you close this if(key_w == 1) statement? There is missing a "}" as far as i can see.
if(key_w ==1)
{if(my.speed < my.speed_max){my.speed += 0.5 *time_step;
c_rotate (me, vector(mouse_hor *time_step, mouse_ver *time_step, 0), ignore_passable | USE_AXISR);
c_move(me, vector(my.speed * time_step,0,0), nullvector, ignore_passable | glide);
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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Re: strange c_rotate problem
[Re: tompo]
#204415
04/29/08 07:33
04/29/08 07:33
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Joined: Mar 2007
Posts: 776 Poor village - Poland ;)
tompo
OP
User
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OP
User
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
|
ok... my whole code (part but the rest i've disabled in sed), so it's only working part. Strange is... if only player is on level everything working fine, but when press N (put someone else), after couple of turns with w/s... level crashes in c_rotate (E1513)
entity* player;
entity* enemy;
var sens_mouse; var mouse_hor; var mouse_ver;
define speed,skill1; define speed_max,skill2;
action player_action
{
player = me; c_setminmax(me);
my.polygon = on;
sens_mouse = -0.02;
my.speed_max = 10;
while(1)
{
mouse_hor = (pointer.x -((screen_size.x ) /2)) * sens_mouse;
mouse_ver = (pointer.y -((screen_size.y ) /2)) * sens_mouse;
if(key_w ==1)
{if(my.speed < my.speed_max){my.speed += 0.5 *time_step;}else{my.speed += 0;}}
if(key_s ==1)
{if(my.speed > 0){my.speed -= 0.5 *time_step;}else{my.speed =0;}}
c_move(me, vector(my.speed * time_step,0,0), nullvector, ignore_passable | glide);
c_rotate (me, vector(mouse_hor *time_step,mouse_ver *time_step,0), use_axisr | ignore_passable);
wait(1);
}
}
function enemy_fun
{
enemy = me;
}
function next_ents
{
ent_create("model.mdl", nullvector, enemy_fun);
}
on_n next_ents;
Mayby paste it to Your's seds and check this out, please. I'm really EDIT: When I add ignore_models in c_rotate, everything working Strange
Last edited by tompo; 04/29/08 07:55.
Never say never.
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Re: strange c_rotate problem
[Re: testDummy]
#204615
04/30/08 07:56
04/30/08 07:56
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Joined: Aug 2005
Posts: 1,558 HK
vlau
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,558
HK
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It always a good practice to search the forum especially "Ask Conitec" and "Bug Hunt". I've reported this bugs last year.
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