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Re: Demo of my game
[Re: tek]
#81313
07/14/06 15:57
07/14/06 15:57
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Joined: May 2005
Posts: 222
tek
OP
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OP
Member
Joined: May 2005
Posts: 222
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Quote:
The camera is too close from the ground so you should change the tilt of the camera or rise the target of the camera .
Does anyone know how to fix this in my code, where I got my code was from a tutorial, I tried changing numbers but nothing seem to work. this is my code.
Quote:
var laufen[3]=0,0,0; var unten[3]=0,0,-3; var dist_planar = 0; var cam_angle = 0; var dist_total = 60; var tilt_3rd = 30; var dist_traced; var zoom=300; var move_vec[3]=0,0,0; var stand_percent=0; var walk_percent=0; var player_distance[3]=0,0,0; define gegner,flag1; define health,skill1; sound player_hurt=<player_hurt.wav>; sound hit_scorpion=<hit_scorpion.wav>; bind <bullet.mdl>; var jump_time=1; var gravity=2; var player_distance; var distance_traced; define ground_dist, skill2;
function validate_view() { player=my; trace_mode = ignore_me + ignore_passable; dist_traced = trace (player.x, camera.x); if (dist_traced == 0) { return; } // No obstacles hit... fine if (dist_traced < dist_total) { dist_traced -= 5; // Move it out of the wall dist_planar = cos (tilt_3rd)* dist_traced; camera.x = player.x - cos (cam_angle) * dist_planar; camera.y = player.y - sin (cam_angle) * dist_planar; camera.z = player.z + sin (tilt_3rd) * dist_traced; } }
function update_views() { dist_planar = cos (tilt_3rd) * dist_total; camera.pan=player.pan;camera.tilt=player.tilt;camera.roll=player.roll; camera.x = player.x - cos(player.pan)*cos(-player.tilt)*zoom; camera.y = player.y - sin(player.pan)*cos(-player.tilt)*zoom; camera.z = player.z + sin(-player.tilt)*zoom; camera.pan = cam_angle; camera.roll = 0; camera.tilt = - tilt_3rd; validate_view(); }
FUNCTION fall_event { if(event_type==event_block) { unten.z=0; } else { unten.z=-3; } if(event_type==event_entity) { unten.z=0; } else { unten.z=-3; } }
ACTION player_move { my.health=100; player=my; my.event=fall_event; my.enable_click=on; score.visible=on; //name_ent1();
while(my.health > 0)
{ ////camera//// update_views(); camera_to_target();
////walking//// c_move (me,laufen,nullvector,GLIDE+IGNORE_PASSABLE); c_move (me,unten,nullvector,IGNORE_PASSABLE); ////controle////
if(key_t==1) { camera.genius=player; camera.x=player.x; camera.y=player.y; camera.z=player.z+55; camera.pan=player.pan; waitt(1); }
player_distance.x=18*(key_w-key_s)*time; my.pan-=12*mouse_force.x*time; move_vec[1]=(key_comma-key_period)*20*time; if(camera.tilt > 90){camera.tilt = 90;} if(camera.tilt < -90){camera.tilt = -90; } vec_set (temp, my.x); temp.z -= 1000; trace_mode = ignore_me + ignore_passable + use_box; my.skill2 = trace(my.x, temp); if (my.skill2 > 2) { player_distance.z -= 2 * time; } else { player_distance.z = 0; } if (my.skill2 < 0) { player_distance.z += 5 * time; } /* if(my.health<=0) { wait(1); load_level(<mynewgame.wmb>); my.enable_impact=ON; my.event=lev_2_event; } if(myscore==390) { my.enable_impact=ON; my.event=lev_1_event; my.enable_impact=OFF; wait(1); load_level(<MOSESL~1.wmb>); } */ if(key_shift ==1) { player_distance.x += player_distance.x; player_distance.y += player_distance.y;} if(key_w-key_s) { walk_percent=(walk_percent+5*time)%100; ent_animate(me,"walk",walk_percent,ANM_CYCLE); } if(key_w-key_s==0) { stand_percent=(stand_percent+5*time)%100; ent_animate(me,"stand",stand_percent,ANM_CYCLE); } if (key_shift!=0&&key_w-key_s!=0) { walk_percent=(walk_percent+5*time)%100; ent_animate(me,"walk",walk_percent,ANM_CYCLE); } if (key_ctrl==1) { attack_percent=(attack_percent+5*time)%100; ent_animate(me,"attack",attack_percent,ANM_CYCLE); } if(mouse_left==1) { attack_percent=(attack_percent+5*time)%100; ent_animate(me,"attack",attack_percent,ANM_CYCLE); }
if(key_space == 1){jump();} move_mode = ignore_passable+glide; ent_move (player_distance,nullvector); wait(1); } camera.roll = 90; }
I know this is a long code, but if someone can just tell me where I can start experimenting to make the camera not be in Moses behind I would greatly appreciate :\
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