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Re: [assist] sword trail ?
[Re: Quad]
#339753
08/28/10 23:37
08/28/10 23:37
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Try putting this line in the function. (before the loop starts)
proc_mode = PROC_LATE;
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: [assist] sword trail ?
[Re: darkinferno]
#339768
08/29/10 08:07
08/29/10 08:07
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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How about this one? It's actually a small modification to the script, but I promise it'll look better LoL http://www.mediafire.com/?jbjgsmain8gduv2The one above has problem when moving This one is fixed: http://www.mediafire.com/?jknlkbamgvs12zo[ANOTHER EDIT] About the problem in your code, you must substract everything after vec_for_vertex by my.x
vec_for_vertex(trailpos2,me,46); // vertex # for top of blade
vec_sub(trailpos2,my.x);
vec_for_vertex(trailpos1,me,28); // vertex # for bottom of blade
vec_sub(trailpos1,my.x);
Last edited by bart_the_13th; 08/29/10 08:25.
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Re: [assist] sword trail ?
[Re: bart_the_13th]
#339819
08/29/10 13:10
08/29/10 13:10
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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i like tha first code because the trail looks smoother, however when i add vec_sub, it shows correctly on the players created postition but doesnt move around with the player, did u get that ?
[EDIT] added: vec_set(trail1.x,my.x);
code seems to work now, so i guess anyone that wants to use this now has a thread that may help, i'll also add u guys to tha beta test list, if ur willing, should be in about a month
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Re: [assist] sword trail ?
[Re: 3run]
#339875
08/29/10 15:59
08/29/10 15:59
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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I would like to test it too darkinferno  but i didnt help u so its ur decision WFG Progger
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Re: [assist] sword trail ?
[Re: lostclimate]
#339950
08/30/10 06:28
08/30/10 06:28
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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The aum version work by having a trail model with a lot of quad polygon interconnected, then set their vertices using interpolation results between the first quad and the last quad(or atleast that what I think  ) Mine work like how particles work. I create a quad-polygon entity with the 1st & 2nd vertices set to the current sword's vertices, and the 3rd & 4th using the last sword's vertices. I create it every two frame (though it can be set into every frame but will create more trail). The trail fades away using alpha and removed when it's alpha reach 0. BTW, I think I'll sign up to be beta tester 
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