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Re: [Movement]: The thing about "grinding"...
[Re: Ottawa]
#295818
10/27/09 21:36
10/27/09 21:36
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Joined: Oct 2007
Posts: 306 Austria
Alan
OP
Senior Member
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OP
Senior Member
Joined: Oct 2007
Posts: 306
Austria
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Hi,
well, your first three suggestions are "just" shorter versions of mine. Would be better to use the short ones, for sure, but during the development process I like to have a few more (but therefore more readable) lines with fewer content each ^^
vec_normalize(grindtrace, 100);
If I'm not mistaken, there's no question about what vector is "changed" here - the "grindtrace" vector is changed, however, only in length, not in direction or orientation. This is to make sure that the target of the trace really IS 100 quants beneath the trace origin point, nothing else ^^ Same goes for "vec_normalize(grindheight, -47)". My model is 94 quants high in total (at least MED told me that ^^), so if I have calculated the position the player's feet are supposed to be, I have to go upwards 47 quants in order to get the point where the model origin has to be then.
I just re-wrote the whole code from scratch, SAME PROBLEM as previously: The grind suddenly (with no visible reason whatsoever) STOPS halfway accross the rail, and ALWAYS at the SAME point!! I tried two independent rail models, both with the same result! Something's definitly wrong in here...
Thanks for your tips Ottawa!
Alan
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Re: [Movement]: The thing about "grinding"...
[Re: Alan]
#295833
10/27/09 23:56
10/27/09 23:56
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
User
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi Alan!
Thanks for the feedback.
Just an idea. Can it turn around and come back to the starting point?
Hope this helps! Ottawa  Ver 7.86.2 Pro and Lite-C
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Re: [Movement]: The thing about "grinding"...
[Re: Alan]
#295904
10/28/09 14:15
10/28/09 14:15
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
User
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi! I was thinking along these lines : he gets stuck halfway on the rail You can't just say "Move ahead and check whether the rail is still beneath your feet, if not, move back" ^^'
every rail ends at some point -
2nd line : why not? If your block is at the end of the line he should be able to turn back. If he's really stuck he wont be able to move back. Do you have a debug panel that follows the vectors (they are global) and the other path nodes? (PANEL* and digits)
Hope this helps! Ottawa  Ver 7.86.2 Pro and Lite-C
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Re: [Movement]: The thing about "grinding"...
[Re: Alan]
#295990
10/28/09 23:01
10/28/09 23:01
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
User
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi! Well, you will eventually enjoy your game.  Good debugging...panels are great for that. Ottawa 
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