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Re: Model on top of the panel [Re: RyuMaster] #225760
09/05/08 22:33
09/05/08 22:33
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
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flits  Offline
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Posts: 959
nl
cant you just give the mdoel a higher layer

doesnt it need to be
ENTITY* ent1 =
...
flags2 = ...;


"empty"
Re: Model on top of the panel [Re: flits] #225762
09/05/08 22:40
09/05/08 22:40
Joined: Jun 2008
Posts: 428
Rasch Offline
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Rasch  Offline
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Joined: Jun 2008
Posts: 428
it depends on what he´s using? c-script or lite-c ?

Re: Model on top of the panel [Re: Rasch] #225763
09/05/08 22:45
09/05/08 22:45
Joined: Aug 2006
Posts: 155
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RyuMaster Offline OP
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RyuMaster  Offline OP
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Posts: 155
Lite-C. Dah... Many problems I having are because lite-c and c-script are mixed at the manual.


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225764
09/05/08 22:48
09/05/08 22:48
Joined: Aug 2006
Posts: 155
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RyuMaster Offline OP
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RyuMaster  Offline OP
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Posts: 155
"""ENTITY* ent1 =
...
flags2 = ...;"''

No matter what layer I set, or VISIBLE or not, if I create entity with not "ent_create", I can not see it. I do not know, why.


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225765
09/05/08 22:49
09/05/08 22:49
Joined: Jun 2008
Posts: 428
Rasch Offline
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Rasch  Offline
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Posts: 428
ok use

flags2 = VISIBLE;

instead of

flags = visible;

Re: Model on top of the panel [Re: RyuMaster] #225770
09/05/08 22:58
09/05/08 22:58
Joined: Aug 2006
Posts: 155
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RyuMaster Offline OP
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RyuMaster  Offline OP
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That it was I use. In Lite-C, I can not even use "visible", only VISIBLE.
Else I get an error.


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225771
09/05/08 22:59
09/05/08 22:59
Joined: Jun 2008
Posts: 428
Rasch Offline
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Rasch  Offline
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Posts: 428
but you changed flags to flags2 ?

Re: Model on top of the panel [Re: Rasch] #225774
09/05/08 23:06
09/05/08 23:06
Joined: Aug 2006
Posts: 155
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RyuMaster Offline OP
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Yes, sure. And the other way around. Well, I'll try it one more time, maybe I missed something...


What kills me not, that makes me stronger.

***Working on RPG/RTS***
Re: Model on top of the panel [Re: RyuMaster] #225776
09/05/08 23:08
09/05/08 23:08
Joined: Jun 2008
Posts: 428
Rasch Offline
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Rasch  Offline
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Joined: Jun 2008
Posts: 428
post your code here the complete one maybe?

or pm me

Re: Model on top of the panel [Re: RyuMaster] #225778
09/05/08 23:14
09/05/08 23:14
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Posts: 155
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RyuMaster Offline OP
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No problem, it is the mess anyway smile Here is what I have so far:

Quote:
#include <acknex.h>
#include <default.c>
VECTOR trace_coords;
PANEL* compass_pan =
{
bmap = "point1.bmp";
pos_x = 0;
pos_y = 40;
layer =-1;
flags = VISIBLE;

}
ENTITY ent1 =
{
type = "robotic.mdl";
layer = 200; // display above view entities with layer 1
//view = camera;
flags2 = VISIBLE;
client_id = camera; // same camera parameters as the default view
flags = VISIBLE;
x = 300; // place 100 quants ahead of the view
y = 0; // 50 to the right
z = 0; // and center vertically
}
TEXT* debugtext =
{
layer = 1;
pos_x = 200;
pos_y = 200;
size_y = 40;
offset_y = 0;
string ("collision");
flags = CENTER_X | NARROW | TRANSPARENT | VISIBLE;
}
action hand_action()
{
while (1)
{
var tempx;
var tempy;

tempx = mouse_pos.x;
tempy = mouse_pos.y;

my.pan += 5*(key_a-key_d)*time_step;
me.x = you.x;
me.y = you.y;
me.z = you.z + 10;
set(my,PASSABLE);

mouse_calm =20; // 10 Pixels aren't movement!
if (my.skill1 > 0 && !mouse_force.y && !mouse_left)
{
my.skill1 -= 10*time_step;
ent_animate(me,"back",my.skill1,ANM_CYCLE);
}
if(mouse_left)
{
if (mouse_moving)
{
my.pan += mouse_force.x * 20;
}
if (mouse_force.y)
{
my.skill1 += 10*time_step;
if (my.skill1 > 80) my.skill1 = 80;
ent_animate(me,"back",my.skill1,ANM_CYCLE);

}



}
else
{

if (my.pan != you.pan)
{
if (my.pan - you.pan < 10 && my.pan - you.pan > - 10)
{

my.pan = you.pan;
}
else if (my.pan - you.pan > 10)
{

my.pan-=10;
}
else
{

my.pan+=10;
}
}
}






wait(1);
}
}

action player_walk()
{
// if necessary, adjust the bounding box to give the entity 'floor room' (see remarks)
// my.min_z *= 0.5;


var speed_down = 0; // downward speed by gravity
var anim_percent = 0; // animation percentage
VECTOR vFeet;
vec_for_min(vFeet,me); // vFeet.z = distance from player origin to lowest vertex
ent_create("robotichand.mdl", vector(my.x,my.y,my.z), hand_action); // assumes you're using cbabe
set(me,SHADOW); // you may want shadows ??

while (1)
{

//if (mouse_left)
//{
// if (c_trace(my.x,vector(my.x,my.y + 10,my.z),IGNORE_ME | IGNORE_PASSABLE | USE_BOX) > 0)
// {
// you.y = me.y;
// }
//}

trace_coords.x = 100;
trace_coords.y = 0;
trace_coords.z = 0;
// vec_set(trace_coords.x, vector(10, 0, 0);

vec_rotate(trace_coords.x, my.pan);

vec_add(trace_coords.x, my.x);


c_trace(my.x, trace_coords.x, IGNORE_ME | IGNORE_PASSABLE);

if (!you) // hit a wall?
{

str_cpy((debugtext.pstring)[0], "NO!");

}
else
{
str_cpy((debugtext.pstring)[0], "YES!");
}

if(key_t) // X pressed
{
camera.x+=20;
wait(3);
}
if(key_g) // X pressed
{
camera.x-=20;
wait(3);
}
if(key_f) // X pressed
{
camera.z+=20;
wait(3);
}
if(key_h) // X pressed
{
camera.z-=20;
wait(3);
}
if(key_p) // X pressed
{
camera.pan+=1;
wait(3);
}
if(key_l) // X pressed
{
camera.tilt+=1;
wait(3);
}
// rotate the player using the [A] and [D] keys
my.pan += 5*(key_a-key_d)*time_step;

// determine the ground distance by a downwards trace
var dist_down;
if (c_trace(my.x,vector(my.x,my.y,my.z-5000),IGNORE_ME | IGNORE_PASSABLE | USE_BOX) > 0)
dist_down = my.z + vFeet.z - target.z; // get distance between player's feet and the ground
else
dist_down = 0;

// apply gravity when the player is in the air
if (dist_down > 0) // above floor, fall down with increasing speed
dist_down = clamp(dist_down,0,accelerate(speed_down,5,0.1));
else // on or below floor, set downward speed to zero
speed_down = 0;

// move the player using the [W] and [S] keys
var dist_ahead = 5*(key_w-key_s)*time_step;
dist_ahead = sign(dist_ahead)*(abs(dist_ahead) + 0.5*dist_down); // adapt the speed on slopes
c_move(me,vector(dist_ahead,0,0),vector(0,0,-dist_down),IGNORE_PASSABLE | GLIDE); // move the player

// animate the player according to its moved distance
if (dist_ahead != 0) // player is moving ahead
{
anim_percent += 1.3*dist_ahead; // 1.3 = walk cycle percentage per quant
ent_animate(me,"walk",anim_percent,ANM_CYCLE); // play the "walk" animation
}
else // player stands still
{
anim_percent += 1*time_step;
ent_animate(me,"still",anim_percent,ANM_CYCLE); // play the "stand" animation
}
wait(1);
}
}
action face_camera()
{
while (1)
{
//my.roll = camera.roll;
my.pan = camera.pan - 180;
my.tilt = camera.tilt;
wait(1);
}
}


function main() // start of program
{
video_mode = 8;
//video_screen =1;

shadow_stencil = 2;

wait(1);

level_load("");

wait(2);
camera.arc = 35;
ent_create("robotic.mdl", vector(300,0,0), player_walk); // assumes you're using cbabe
ent_create("box.mdl", vector(300,50,0), NULL); // assumes you're using cbabe
//ent_create("point1.bmp", vector(895,0,0), face_camera); // assumes you're using cbabe

camera.tilt = -16;
camera.pan = 5;
camera.z = 100;


// camera.pos_x = 200; // move the camera together with the player entity
//camera.pan = 175.964;
// vec_set(camera.pan,player.pan);
//handle = media_loop("miami.mp3",NULL,20); // how about some nice music, 20 = vol level
video_window(NULL,NULL,0,"My simple demo game"); // change the window text from GameStudio
}



What kills me not, that makes me stronger.

***Working on RPG/RTS***
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