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
3 registered members (TipmyPip, AndrewAMD, NewbieZorro), 16,655 guests, and 7 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
Player kommt keine rampe hoch! [ isn't able to walk up ramps] #239093
12/02/08 14:47
12/02/08 14:47
Joined: Jan 2002
Posts: 454
Germany
CD_saber Offline OP
Senior Member
CD_saber  Offline OP
Senior Member

Joined: Jan 2002
Posts: 454
Germany
Hello, i'm using this code for my player movement. the problem is that the player is not able to go up stairs or to walk up ramps... is there a way to solve this? Or does anyone have a better player code [c-skript]

Hallo, ich benutze das folgende skript als player-skript. Das problem ist, dass der spieler keine rampen hochgehen kann bzw. treppenstufen überwinden kann. Kann ich dies iwie lösen? Oder hat jemand einen besseren player-code für c-skript?

function camera_move()
{
while(player)
{
camera.pan += 0.5 * ang(player.pan - camera.pan);

vec_set(camera.x,player.x);
camera.z += 40 + sin(total_ticks * 10);

mouse_mode = 0;

wait(1);
}
}


action player_move()
{
var reldist[3];
var absdist[3];
my.narrow = on;
var input_vec[3];
var Vz = 0;
var jump_able = 1;

my.invisible = on;

player = me;
camera_move();

while(me)
{
vec_set(reldist.x,nullvector);

input_vec.x = (key_w - key_s) * time * 17;
input_vec.y = (key_d - key_a) * time * -10;


my.pan -= 30 * mouse_force.x * time;
camera.pan = my.pan;
camera.tilt = min(max(ang(camera.tilt + 20 * mouse_force.y * time),-60),60);



Vz += (Vz == 0) * 70 * key_space * jump_able;

if(Vz > 0)
{
jump_able = 0;
}
Vz -= (Vz > 0);




c_move(me,input_vec,nullvector,IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
c_move(me,nullvector,vector(0,0,(Vz-20) * time),IGNORE_ME | IGNORE_PASSABLE | USE_BOX);

if(trace_hit)
{
jump_able = 1;
}


wait(1);
}
}


Ja, lach du nur du haariges Pelzvieh!
Re: Player kommt keine rampe hoch! [ isn't able to walk up ramps] [Re: CD_saber] #239109
12/02/08 18:32
12/02/08 18:32
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
ich hab auch so ein problem...

Eigentlich sollte er via c_move und aktivem GLIDE ja die schrägen hochdackeln können..

Aber iwie wird er immet gleich um 50 hocgesetzt, und muss dann erst wieder runterfallen...
Sowas nervt total..


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: Player kommt keine rampe hoch! [ isn't able to walk up ramps] [Re: CD_saber] #239342
12/04/08 03:29
12/04/08 03:29
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
Member
J

Joined: Nov 2008
Posts: 216
Hallo,
ich glaube da fehlt nur ein trace nach unten der dann in der c-move benutzt wird. Probiers mal hiermit(nur als ansatz,
das Springen muß dann sicher korrigiert werden)

action player_move()
{
var reldist[3];
var absdist[3];
my.narrow = on;
var input_vec[3];
var Vz = 0;
var jump_able = 1;
var vFeet[3];

vec_for_min(vFeet,me);

my.invisible = on;

player = me;
camera_move();

while(me)
{
vec_set(reldist.x,nullvector);

input_vec.x = (key_w - key_s) * time * 17;
input_vec.y = (key_d - key_a) * time * -10;


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;
}

my.pan -= 30 * mouse_force.x * time;
camera.pan = my.pan;
camera.tilt = min(max(ang(camera.tilt + 20 * mouse_force.y * time),-60),60);



Vz += (Vz == 0) * 70 * key_space * jump_able;

if(Vz > 0)
{
jump_able = 0;
}
Vz -= (Vz > 0);




c_move(me,input_vec,nullvector,IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
c_move(me,nullvector,vector(0,0,(Vz-dist_down) * time),IGNORE_ME | IGNORE_PASSABLE | USE_BOX);

if(trace_hit)
{
jump_able = 1;
}


wait(1);
}
}


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