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Re: Effective floor placement for movement
[Re: Stansmedia]
#442377
06/19/14 22:43
06/19/14 22:43
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
Expert
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Expert
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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use c_move and put in a negative z movement, the built in system is a lot better at this then script can do.
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Re: Effective floor placement for movement
[Re: Stansmedia]
#442396
06/20/14 17:52
06/20/14 17:52
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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An idea is: Trace above. If the trace hits then the player could duck.. All the while following the gravity algorithm. This combined with good collision detection should prevent the camera from "looking through" meshes. Gravity is covered in the AUMS I think its in the 70's
Last edited by DLively; 06/20/14 17:52.
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Re: Effective floor placement for movement
[Re: Stansmedia]
#442400
06/20/14 18:55
06/20/14 18:55
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
Expert
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Expert
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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Use glide with C_move and you won't get stuck going up hills
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Re: Effective floor placement for movement
[Re: Stansmedia]
#442425
06/21/14 13:42
06/21/14 13:42
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Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
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Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
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Looking through mesh isn't the problem. It's physically getting stuck.
Well, the AUMS are still a good place for you to be looking As mentioned its covered within. Btw, here it is. Took me all of 3 minutes to find it xD
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