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A small controlability problem! #342455
09/28/10 03:50
09/28/10 03:50
Joined: Sep 2010
Posts: 67
FutureRaptor Offline OP
Junior Member
FutureRaptor  Offline OP
Junior Member

Joined: Sep 2010
Posts: 67
OK so I need my car to move forward when you press the f arrow but every time you change the pan of the car,
the y of the car remains the same and it moves forward on a different angle.
I have heard and researched ang_rotate but it hasnt worked for me yet any solutions...

Last edited by FutureRaptor; 09/28/10 03:50.
Re: A small controlability problem! [Re: FutureRaptor] #342457
09/28/10 05:32
09/28/10 05:32
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
don´t use my.y+=blabla. Use c_move. Look into the manual wink


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Re: A small controlability problem! [Re: alibaba] #342999
10/03/10 00:58
10/03/10 00:58
Joined: Sep 2010
Posts: 67
FutureRaptor Offline OP
Junior Member
FutureRaptor  Offline OP
Junior Member

Joined: Sep 2010
Posts: 67
Tried C_move and the same problem remains. Any ideas anybody how do I get this to work...

Re: A small controlability problem! [Re: FutureRaptor] #343000
10/03/10 01:02
10/03/10 01:02
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Post your code.


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Re: A small controlability problem! [Re: Superku] #343004
10/03/10 02:48
10/03/10 02:48
Joined: Sep 2010
Posts: 67
FutureRaptor Offline OP
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FutureRaptor  Offline OP
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Joined: Sep 2010
Posts: 67
This is my code for the c_move part.
if(key_cuu) c_move (player, nullvector, vector((50) * time_step, 20, 0.1), IGNORE_PASSABLE | GLIDE);
Then once I change my pan it keeps going in the same direction not in the the new direction I just turned towards.

Re: A small controlability problem! [Re: FutureRaptor] #343006
10/03/10 03:03
10/03/10 03:03
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
c_move(ENTITY* entity,VECTOR* reldist,VECTOR* absdist,var mode)

You see, the second vector argument is the amount of absolute movement. You are looking for relative speed (relative to entity's orientation).

if(key_cuu) c_move (player, vector(50 * time_step, 20, 0.1),nullvector, IGNORE_PASSABLE | GLIDE);


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