Sorry leute,
Ich habe ein Problem mit der Kollision und wollte fragen ob ihr mir helfen könntet ? Den momentan ist es so das wenn ich mit meiner figur laufe immer auf dem Boden bleibe also wenn ich in eine Schlucht laufe fällt er nicht sondern ist plöp auf dem boden.
Quote:

action walking_guard()
{

while (1)
{

player = my; // I'm the player
vec_set (camera.x, player.pan);
vec_rotate (camera.x, player.pan);
vec_add (camera.x, player.x);
camera.pan = 90; // look down at the player
camera.y = -500;
player_speeds.x = 20 * (key_space) * time_step; // move forward / backward with W / S, 10 gives the movement speed
player_speed.x = 10 * (key_w - key_s) * time_step; // move forward / backward with W / S, 10 gives the movement speed
player_speed.y = 0;
player_speed.z = 0;
c_setminmax(my); // set my bounding box to my real size
c_trace (my.x, temp.x, IGNORE_ME | USE_BOX | IGNORE_PUSH);
c_move (my, player_speed.x, nullvector, USE_BOX | ACTIVATE_PUSH);
if (key_w || key_s)
{
ent_animate(me,"walk",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage+= 8 * time_step; // "8" controls the animation speed
}
else // the player is standing still?
{
ent_animate(my, "stand", walk_percentage, ANM_CYCLE);
walk_percentage+= 1 * time_step; // "1" controls the animation speed

}
if (key_space)
{
c_move (my, player_speeds.x, nullvector, USE_BOX | ACTIVATE_PUSH);
ent_animate(me,"run",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage+= 10 * time_step; // "8" controls the animation speed
}
if (key_a)
{
my.z += 350 * time_step; // move the entity along the x axis
ent_animate(me,"stand",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage+= 10 * time_step; // "8" controls the animation speed
}
wait (1);
}
}


Last edited by janerwac13; 06/20/10 10:48.