|
3 registered members (3run, Grant, 1 invisible),
3,890
guests, and 16
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
Passability questine.
#351778
12/28/10 14:32
12/28/10 14:32
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
Is a Locomotion System passable in 3dgs? For Unity it is already enable. link. And here is a video to that System. video link. Is it be passable that Locomotion could be a feature of 3dgs?
|
|
|
Re: Passability questine.
[Re: 3run]
#351782
12/28/10 14:55
12/28/10 14:55
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
Oh, yeh! When youre right, then your right 
|
|
|
Re: Passability questine.
[Re: jcl]
#351790
12/28/10 15:33
12/28/10 15:33
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
Yes! Can you maby give us a little tip how to do that? 
|
|
|
Re: Passability questine.
[Re: Random]
#351815
12/28/10 18:15
12/28/10 18:15
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
I didn`t know how to make rays below every foot, thats wy I just used models; ENTITY* foot_right_scan; ENTITY* foot_left_scan;
function scan_right_foot() { proc_kill(4); foot_right_scan = my; set(my, PASSABLE | INVISIBLE); while (you) { my.x = you.x; my.y = you.y; my.z = you.z - 30; my.pan = you.pan; my.tilt = you.tilt; wait (1); } }
function scan_left_foot() { proc_kill(4); foot_left_scan = my; set(my, PASSABLE | INVISIBLE); while (you) { my.x = you.x; my.y = you.y; my.z = you.z - 30; my.pan = you.pan; my.tilt = you.tilt; wait (1); } }
VECTOR temp; var camera_distance = 200;
action charakter() { player = my; ent_create ("foot_right_scan.mdl", nullvector, scan_right_foot); ent_create ("foot_left_scan.mdl", nullvector, scan_left_foot); while (1) { player.pan -= 10 * mouse_force.x * time_step - 1.5 * (key_a - key_d); camera.x = player.x - camera_distance * cos(player.pan); camera.y = player.y - camera_distance * sin(player.pan); camera.z = player.z + 100; camera.pan = player.pan; camera.tilt += 7 * mouse_force.y * time_step; if (key_w + key_s > 0) { ent_animate(my, "walk", my.skill46, ANM_CYCLE); my.skill46 += 5 * (1 + key_shift * 0.7) * time_step; my.skill46 %= 100; } else { ent_animate(my, "stand", my.skill48, ANM_CYCLE); my.skill48 += 1 * time_step; my.skill48 %= 100; } vec_set (temp, my.x); temp.z -= 10000; temp.z = - c_trace (my.x, temp, IGNORE_ME | IGNORE_PASSABLE | USE_BOX) + 15; temp.x = 3 * (key_w - key_s); temp.y = 0; my.skill47 += c_move (my, temp, nullvector, IGNORE_PASSABLE); wait (1); } } Is it ok so far?
Last edited by Random; 12/28/10 18:21.
|
|
|
Re: Passability questine.
[Re: Random]
#351820
12/28/10 18:50
12/28/10 18:50
|
Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
|
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
|
I didn`t know how to make rays below every foot, thats wy I just used models; Better do the tutorials then and learn by coding other stuff (before you work on a Locomotion System).
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
|
|
|
|