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Can't move on my terrain #261692
04/19/09 13:30
04/19/09 13:30
Joined: Jan 2004
Posts: 60
D
Deha Offline OP
Junior Member
Deha  Offline OP
Junior Member
D

Joined: Jan 2004
Posts: 60
Hi at all!
I have imported a terrain(HMP-File) into my level. But when i start the level i cannot move with my player_walk model on the terrain. Is there a simply code or trick so that i can go on my terrain?Please help!

Last edited by Deha; 04/19/09 13:31.
Re: Can't move on my terrain [Re: Deha] #261697
04/19/09 14:08
04/19/09 14:08
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Did you put "GLIDE" in "c_move" ?

Re: Can't move on my terrain [Re: Cowabanga] #261700
04/19/09 15:38
04/19/09 15:38
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
Senior Member
Jaxas  Offline
Senior Member

Joined: May 2008
Posts: 331
Lithuania, Vilnius
give us your movement code,so we can see what's wrong wink


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)
Re: Can't move on my terrain [Re: Jaxas] #261719
04/19/09 17:48
04/19/09 17:48
Joined: Jan 2004
Posts: 60
D
Deha Offline OP
Junior Member
Deha  Offline OP
Junior Member
D

Joined: Jan 2004
Posts: 60
I use an old movement.wdl script. i would use c_move if i would know how it works!^^

here is the script

////////////////////////////////////////////////////////////////////////
// User modifiable global skill definitions
// Duplicate them in your wdl script AFTER the include
// to give them new values
// NOTE: in most cases it is a good idea to make actor_scale == movement_scale
var movement_scale = 1.00; // used to scale the movement
var actor_scale = 1.00; // used to scale the size of actors

var gnd_fric = 0.5; // ground friction
var air_fric = 0.03; // air friction
var water_fric = 0.75; // water friction
var ang_fric = 0.6; // angular friction

var gravity = 6; // gravity force
var elasticity = 0.1; // of the floor

// dcp: 10/02/02 changed from 2 to 0.5 to fit with constant slope force change in move
var slopefac = 0.5; // gravity on slopes, determines the max angle to climb

var strength[3] = 5,4,75; // default ahead, side, jump strength (25)
var astrength[3] = 7,5,2; // default pan, tilt, roll strength

var jump_height = 50; // maximum jump height above ground
var fall_time = 6; // max fall time before health is reduced
var duck_height = 25; // distance to adjust my_height while ducking

var power_max = 1; // maximum engine power for aircraft


// values set in scan_floor
var on_passable_;
var in_passable_;
var in_solid_;



///////////////////////////////////////////////////////////////////////
// Entity skill & flag definitions
// some definitions here are also needed for ACTORS.WDL and WAR.WDL
DEFINE _WALKFRAMES,SKILL1; // non-zero for old style animation
DEFINE _RUNFRAMES,SKILL2;
DEFINE _ATTACKFRAMES,SKILL3;
DEFINE _DIEFRAMES,SKILL4;

// 'advanced animation' style
DEFINE _ADVANIM_TICK,SKILL1; // 'tick' related animation
DEFINE _ADVANIM_DIST,SKILL2; // 'dist' related animation


DEFINE _WALKDIST,SKILL27; // distance per walk cycle
DEFINE _RUNDIST,SKILL28; // distance per run cycle


DEFINE _FORCE,SKILL5; // determines speed
DEFINE _ENTFORCE,SKILL5;
DEFINE _BANKING,SKILL6; // banking - for player only
DEFINE _PENDOLINO,SKILL6; // banking - for player only
DEFINE _HITMODE,SKILL6; // for actors
DEFINE _MOVEMODE,SKILL7;
DEFINE _FIREMODE,SKILL8; // for actors



DEFINE __FALL,FLAG1; // take damage from falls

DEFINE __WHEELS,FLAG2; // block turns without moving
DEFINE __SLOPES,FLAG3; // adapt the tilt and roll angle to slopes
DEFINE __JUMP,FLAG4; // be able to jump
DEFINE __BOB,FLAG5; // head wave
DEFINE __STRAFE,FLAG6; // be able to move sidewards
DEFINE __TRIGGER,FLAG7; // be able to trigger doors automatically

DEFINE __DUCK, FLAG8; // be able to duck

DEFINE __SOUND,FLAG8; // internal flag

///////////////////////////////////////////////////////////////////////
DEFINE _HEALTH,SKILL9;
DEFINE _ARMOR,SKILL10;

DEFINE _SPEED,SKILL11; // speed
DEFINE _SPEED_X,SKILL11;
DEFINE _SPEED_Y,SKILL12;
DEFINE _POWER,SKILL12; // engine power for aircraft models
DEFINE _SPEED_Z,SKILL13;
DEFINE _ASPEED,SKILL14; // angular speed
DEFINE _ASPEED_PAN,SKILL14;
DEFINE _ASPEED_TILT,SKILL15;
DEFINE _ASPEED_ROLL,SKILL16;

// for actor entities, and for doors and platforms
DEFINE _TARGET_X,SKILL17;
DEFINE _TARGET_Y,SKILL18;
DEFINE _TARGET_Z,SKILL19;
DEFINE _TARGET_PAN,SKILL20;
DEFINE _TARGET_TILT,SKILL21;
DEFINE _TARGET_ROLL,SKILL22;

// for player entities
DEFINE _FORCE_X,SKILL17;
DEFINE _FORCE_Y,SKILL18;
DEFINE _FORCE_Z,SKILL19;
DEFINE _AFORCE_PAN,SKILL20;
DEFINE _AFORCE_TILT,SKILL21;
DEFINE _AFORCE_ROLL,SKILL22;

DEFINE _WALKSOUND,SKILL23; // walking sound
DEFINE _SIGNAL,SKILL24; // communication for actions or client->server
DEFINE _COUNTER,SKILL25; // internal counter
DEFINE _STATE,SKILL26; // the state it is in (walk, attack, escape etc.)

DEFINE _ANIMDIST,SKILL28; // time for standing, jumping, and ducking animations

DEFINE _JUMPTARGET,SKILL29;// target height to jump to

DEFINE _TYPE,SKILL30; // the type of the entity - door, key, etc.

DEFINE _FALLTIME,SKILL31; // amount of time spent falling

// Skills up to 32 are reserved for future template actions
// Skills 33-40 can be used freely

//@@ Vector Vars
// Force Vars
var force[3]; // cartesian force, entity coordinates
var absforce[3]; // cartesian force, world coordinates
var aforce[3]; // angular force

//@@ Distance Vars
var abspeed[3] = 0,0,0; // cartesian speed, world coordinates
var dist[3];
var absdist[3]; // distances used for MOVE

//@@ Camera Vars
var person_3rd = 0; // 0: 1st person mode; 0.5: 3rd person mode

var eye_height_up = 0.8; // eye position factor for walking, driving
var eye_height_swim = 0.7; // first person camera offset for swimming
var eye_height_duck = 0.8; // first person camera offset for ducking (7/19/00: same as eye_height_up since ducking is controlled by my_height)

//@@ Multiplayer Vars
var client_moving = 0; // multiplayer mode


//@@ Mics Vars
var p[3];
var friction;
var limit[3];
var covered_dist;
var anim_dist;

var head_angle[3] = 0,0,0; // separated from other values
var headwave = 0;
var walkwave = 0;
var my_dist; // distance for actor anim
var player_dist; // distance for head bobbing
var scan_sector;
var my_height;
var my_height_passable; // height above passable surface (valid only if on passable surface)
var my_floornormal[3];
var my_floorspeed[3];
var temp_cdist[3] = 120,0,0; // current camera distance in 3rd p view
//-var debugskill;

// temp values used to replace sonar with trace (DCP-11/9/00)
var vecFrom[3];
var vecTo[3];

var temp2[3]; // another temp var


//SYNONYM player { TYPE ENTITY; }
//SYNONYM temp_ent { TYPE ENTITY; }
//SYNONYM carry { TYPE ACTION; }
entity* player; // pointer to player entity
entity* temp_ent;
action* carry;

DEFINE _MODE_NONE,0; // no movement (i.e. player dead)
DEFINE _MODE_WALKING,1; // covers standing,walking, and running (speed dependent)
DEFINE _MODE_DRIVING,2;
DEFINE _MODE_SWIMMING,3;
DEFINE _MODE_DIVING,4;
DEFINE _MODE_WADING,5;
DEFINE _MODE_HELICOPTER,6; // very primitive helicopter mode
DEFINE _MODE_ROCKETEER,7;
DEFINE _MODE_DUCKING,8; // ducking
DEFINE _MODE_JUMPING,9; // jumping
DEFINE _MODE_CRAWLING,10; // crawling
DEFINE _MODE_TRANSITION,14; // transitioning between modes
DEFINE _MODE_STILL,15;

DEFINE _MODE_PLANE,16;
DEFINE _MODE_CHOPPER,17;


// modes 20 and above are handled by a different wdl
DEFINE _MODE_ATTACK,20;

DEFINE _SOUND_WALKER,1;
DEFINE _SOUND_ROBOT,2;

DEFINE _TYPE_PLAYER,1;
DEFINE _TYPE_ACTOR,2;
DEFINE _TYPE_FOE,3;
DEFINE _TYPE_DOOR,10;
DEFINE _TYPE_GATE,11;
DEFINE _TYPE_ELEVATOR,12;
DEFINE _TYPE_GUN,20;
DEFINE _TYPE_AMMO,21;
DEFINE _TYPE_ARMOR,22;
DEFINE _TYPE_HEALTH,23;

DEFINE _FOG_UNDERWATER,2; // fog color 2 is used for underwater fog

SOUND beep_sound,<beep.wav>;
//SYNONYM debugsyn { TYPE ENTITY; }



/////////////////////////////////////////////////////////////////////////
//@ MISC movement functions


/////////////////////////////////////////////////////////////////////////
//@ animate.wdl function prototype
function actor_anim_transition(str_anim_target,trans_ticks);

var q_anim_trans_use = 0;


/////////////////////////////////////////////////////////////////////////
// Desc: player tips over, can be used for death
function player_tip()
{
MY._MOVEMODE = 0; // suspend normal movement action
eye_height_up.Z = eye_height_up; // store original eye height
while(MY.ROLL < 80)
{
MY.ROLL += 8 * TIME;
MY.TILT += 2 * TIME;
if(eye_height_up > 0.15)
{
eye_height_up -= 0.1 * TIME;
}

if(client_moving==0) { move_view(); }
wait(1);
}
MY.ROLL = 80;
MY.TILT = 20;
eye_height_up = eye_height_up.Z; // restore original eye height
}



////////////////////////////////////////////////////////////////////////
// Desc: event action to indicate any event by resetting the event flag
//
//]- Mod Date: 6/9/00 Doug Poston
//]- changed to function
function _setback()
{
if(EVENT_TYPE == EVENT_BLOCK) { MY.ENABLE_BLOCK = OFF; }
if(EVENT_TYPE == EVENT_ENTITY) { MY.ENABLE_ENTITY = OFF; }
if(EVENT_TYPE == EVENT_STUCK) { MY.ENABLE_STUCK = OFF; }

if(EVENT_TYPE == EVENT_PUSH) { MY.ENABLE_PUSH = OFF; }
if(EVENT_TYPE == EVENT_IMPACT) { MY.ENABLE_IMPACT = OFF; }

if(EVENT_TYPE == EVENT_DETECT) { MY.ENABLE_DETECT = OFF; }
if(EVENT_TYPE == EVENT_SCAN) { MY.ENABLE_SCAN = OFF; }
if(EVENT_TYPE == EVENT_SHOOT) { MY.ENABLE_SHOOT = OFF; }
if(EVENT_TYPE == EVENT_TRIGGER) { MY.ENABLE_TRIGGER = OFF; }

if(EVENT_TYPE == EVENT_TOUCH) { MY.ENABLE_TOUCH = OFF; }
if(EVENT_TYPE == EVENT_RELEASE) { MY.ENABLE_RELEASE = OFF; }
if(EVENT_TYPE == EVENT_CLICK) { MY.ENABLE_CLICK = OFF; }
}



// Mod Date: 6/9/00 Doug Poston
// changed to function
function _beep() { BEEP; }

// Desc: play some kinds of foot sound
//
//]- Mod Date: 6/9/00 Doug Poston
//]- changed to function
function _play_walksound()
{
if((ME == player) && (person_3rd == 0)) { return; } // don't play entity sounds for 1st person player
if(MY._WALKSOUND == _SOUND_WALKER) { ent_playsound(ME,thud,60); }
if(MY._WALKSOUND == _SOUND_ROBOT) { ent_playsound(ME,robo_thud,60); }
}


// Desc: test code. make object passable and remove after 128 ticks
function _test_arrow()
{
MY.PASSABLE = ON;
MY.alpha = 25;
MY.transparent = ON;
MY.SCALE_X = 0.45;
MY.SCALE_Y = 0.45;
waitt(32);//(128);
ent_remove(ME);
}




// INCLUDED CODE (originally part of movement.wdl
include <move.wdl>;
include <camera.wdl>; // handle camera movement
include <animate.wdl>; // handle animation
include <input.wdl>; // handle user inp

i hope this is the right one!XD


Last edited by Deha; 04/19/09 17:49.
Re: Can't move on my terrain [Re: Deha] #261724
04/19/09 18:36
04/19/09 18:36
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
User
Schmerzmittel  Offline
User

Joined: Aug 2005
Posts: 512
Bayern
Please use the next time the "code" function on your posts.

To your problem.

It seems, that you use a movement script from anyone else. In the code i dont see the movement funcions. At the end of the script are the include from move.wdl.

Please post this script.


Question:
Are the script you use currently working? i.e. on Levelblocks or something else?


A7 Com V7.80
Re: Can't move on my terrain [Re: Deha] #261726
04/19/09 18:54
04/19/09 18:54
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
Senior Member
Jaxas  Offline
Senior Member

Joined: May 2008
Posts: 331
Lithuania, Vilnius
it's better to create your own code smile and search in forum, you'll find few posts about that i'm sure, and here's one of them wink


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)

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