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Re: Player sticks on terrain/ [Re: draculaFactory] #208691
05/28/08 20:37
05/28/08 20:37
Joined: Mar 2005
Posts: 969
ch
Loopix Offline
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Loopix  Offline
User

Joined: Mar 2005
Posts: 969
ch
Inserting something like this (after you traced to the ground) could help:

Code:
		if(trace_hit){//
			if(normal.z > 0.8){//lowen if needed
				my.speed_z = - (my.dist_to_ground - 0.2);
			}
			else{
				my.speed_z = -(my.entity_gravity * (1/(normal.z)));
			}
			
			my.speed_z = max (-my.entity_gravity*2 * time_step, my.speed_z);
		}


Re: Player sticks on terrain/ [Re: Loopix] #208697
05/28/08 21:25
05/28/08 21:25
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
This is why Loopix is the man! Ok, I will post it later when I get home from work.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Player sticks on terrain/ [Re: draculaFactory] #208800
05/29/08 16:10
05/29/08 16:10
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
The code worked great, but I was unable to implement a smooth system with this code. I had entertained the notion of using the KH movement script in my game for a long time, I am no longer going to use it frown I will still post the results from my plan B which is to reverse engineer and update the a5 templates, it isn't hard to do and once updated, the code works wonderfully. I have done this before, but I can't find the code.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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