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hole in the wall?
#339023
08/23/10 21:37
08/23/10 21:37
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
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OP
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Joined: Aug 2002
Posts: 164
Houston
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I'm sure everyone is familiar with the cartoon holes in the wall. Pick up a black circle, throw it onto a wall and now you can walk through the wall.
I'm looking for a code that'll let me do that. I know I can just create an entity at the throw point that will just move me to the new location, but I want to smoothly walk through it. So I can be halfway through the wall as opposed to being in one spot and then just appearing in another.
I also need to make sure that the hole will show up only on parts where there is enough space on that texture surface. I.e. not on the corners where it'll overlap the edge. I would assume a c_trace would work for this, just not sure how to do it.
thanks
Black holes are where God divided by zero.
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Re: hole in the wall?
[Re: Ottawa]
#339044
08/24/10 04:44
08/24/10 04:44
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
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Joined: Aug 2002
Posts: 164
Houston
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not quite, I was wanting to make it dynamic where they could throw it on any wall with a certain texture.
Black holes are where God divided by zero.
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Re: hole in the wall?
[Re: Widi]
#339065
08/24/10 10:00
08/24/10 10:00
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Joined: Feb 2008
Posts: 3,232
Australia
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As a crude idea for the hole itself, get the hole attached to the wall as a decal. These are just ideas, open to everyone for comments. Ive never tried any of them...
Then while the player is 'touching' it, or 'penetrating' it, try one of the following... 1> move the player with the IGNORE_WORLD switch in its c_move. 2> move the player with the wall set to YOU, and the IGNORE_YOU in players c_move. 3> move the player with simple XYZ adjustments rather than c_move. 4> make that wall PASSABLE. If its a level-block, try setting 'level_ent' to passable, or do the players c_move with IGNORE_WORLD. 5> make the wall and the player have the same "group" property so they ignore collisions with each other (check the manual under c_move, 'IGNORE_PUSH' section).
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: hole in the wall?
[Re: EvilSOB]
#339112
08/24/10 17:09
08/24/10 17:09
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
OP
Member
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OP
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Joined: Aug 2002
Posts: 164
Houston
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that's not a bad idea and probably what I might end up trying, but I don't see how that would work if I only want the player to go through the hole. from what I can tell that would make the entire wall passable, not just the area with the hole in it.
Black holes are where God divided by zero.
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Re: hole in the wall?
[Re: Nicholas]
#339120
08/24/10 18:35
08/24/10 18:35
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Expert
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Posts: 3,232
Australia
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Yes it would make the entire wall passable, but if it is only set passable DURING the players action, then no other entities can make use of it.
The tricky part of all this is to have the player action be able to recognise when it is inside the hole, and therefore ignore the wall... No ideas on that part yet...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: hole in the wall?
[Re: EvilSOB]
#339135
08/24/10 19:28
08/24/10 19:28
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Joined: Aug 2002
Posts: 164 Houston
Nicholas
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Member
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OP
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Joined: Aug 2002
Posts: 164
Houston
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That's not a bad idea. I'm trying to get something working like portal so a hole in the wall linked to one in the floor might be kinda weird. solution to recognizing if it's in the hole is to have an invisible entity attached to the hole that uses collision detection only with the player to know if it's within the right area to run the code. as for making the wall and floor work properly, I could make it so that only the one wall I am currently in will be passable until I go 50%+ through the hole and then the other one will be passable.as for the visuals I was going to add a 3d view entity on the wall and hope that would work for both sides. If they have the same texture though, I don't know how to do that, since I was thinking of using a trace funtion to see if there was still enough space around the hole based on the texture and which ones would be shootable.
Black holes are where God divided by zero.
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Re: hole in the wall?
[Re: Nicholas]
#339142
08/24/10 20:06
08/24/10 20:06
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Sounds possible, even though Ive never tried anything like it. Logic sounds good to me...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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