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Re: Avoidance Camera [Re: DavidLancaster] #86339
02/05/07 16:06
02/05/07 16:06
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
lol i was supposed to commenting you


- aka Manslayer101
Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86340
03/21/07 20:13
03/21/07 20:13
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline
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frozenbaby  Offline
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Joined: Oct 2003
Posts: 218
USA
Firstly, let me say after some time being away from 3dgs, is good to see quality people still giving back to the community. David, good job and I for one appreciate the sharing!

So, I decided to stick your model and scripts into a level I've been toying with for some time - a cavern system of tunnels. They are complex and quite narrow at times. I noted some behaviors of the player script that I have documented with screenies (these were "taken" in windowed mode, using the latest release of 3dgs [v6.50.6]) and running your player script as is:

First one is working just fine - but posted here so you can see how "tight" the space is he has to navigate:


Second - further down that corridor he just "floated" outside:

note the shadow as well. Could that be the cause - casting shadows in tight spaces?

Third, here as he was navigating a corner, the camera did not detect the walls and positioned itself outside - again, note the shadow:


Finally, three shots of both the left and right walls "gone". Note in both wall gone screenies, the sword is piercing the wall (improper scan for collision?):




I really like the player movement ALOT. Thought I would post these here to help in the development of the script. I haven't yet looked through the code closely and run some modification to see if I can help with it's development. But if you have any ideas as to what might help fix it - please post.

Thanks again for the excellent contribution.

-myKael.


Some electrons may have been harmed in transmission, but most were caught in the "electronic condom" and recycled.
Re: Kingdom Hearts Movement Tutorial [Re: frozenbaby] #86341
03/21/07 20:39
03/21/07 20:39
Joined: Oct 2005
Posts: 196
ambe Offline
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ambe  Offline
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Joined: Oct 2005
Posts: 196
that model, as you can see(if you press F11 (two times)) steps out of his collision box alot, maby this is the problem?

Last edited by ambe; 03/21/07 22:04.

- code monkey
Re: Kingdom Hearts Movement Tutorial [Re: ambe] #86342
03/22/07 00:10
03/22/07 00:10
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Posts: 862
Australia
Thanks for your kind words frozen baby.

If you're using ent_move the collision hull will move through the wall if the player walks into a wall and it is sloping at an angle lower than 90 degrees, it has to be upright or if it slopes it needs invisible collision walls. It's a bug with ent_move or the way the gravity is set up.

Try this code here as it's using c_move with a separate simple entity for the hull:

http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/707960/an/0/page/2#Post707960

If you're worried about the sword going outside the collision box, then you gotta look in the 3DGS manuel about c_move and ent_move, sure it can be done but you will get a huge collision hull and will work in some places and in others not so much.

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86343
03/22/07 17:48
03/22/07 17:48
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline
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frozenbaby  Offline
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Joined: Oct 2003
Posts: 218
USA
First - thanks David for the link to the lock on code. Tried it out and indeed it did solve problems with collision detection. Our little friend now stays in the corridors. But two "quirks" has developed. No matter where I place him, he sinks into the floor. Even if I place him several quants above the floor, he drops down into the floor. On inclines when walking or running, he rises to floor level, but on flat surfaces while walking or running, sinks again.



This is irregardless of using the p_collide.mdl assigning it player_action as in example level or assigning the action directly to player.mdl.

The second is at times when running, his sword "slips" out of his hand. It catches up but doesn't always stay attached.

EDIT:

I tried him in a simple room with a few objects for collision. He still sinks in and if I used the jump command (space bar) he jumps through the ceiling:



When I walk him out the door, he should fall, but continues walking as if on some invisible plane with no gravity:



Again - GREAT code. I will look through later and try a few things and of course post here if I find any solutions that work to others may benefit.

Re: Kingdom Hearts Movement Tutorial [Re: frozenbaby] #86344
03/25/07 11:07
03/25/07 11:07
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
Does he drop down into the floor in the level the download comes with? Try adding basic blocks to your level and see if you can reproduce the jumping errors you run into.

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86345
03/25/07 12:19
03/25/07 12:19
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Quote:

When I walk him out the door, he should fall, but continues walking as if on some invisible plane with no gravity:




That's no problem, because any finished/released level shouldn't have a such 'nowhere'.

It is like this, because underneath is only a block of the skybox or any other block with the passable flag set. This means that the trace which searchs for the ground gets the value zero from the ground, because there is no solid ground. But, zero is the same value as being on ground, ergo: no falling!

Re: Kingdom Hearts Movement Tutorial [Re: Pappenheimer] #86346
03/25/07 13:21
03/25/07 13:21
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Posts: 4,206
Innsbruck, Austria
i have a funny problem. sometimes the player in my level (i use this code) falls through a solid floor and walks beneath it, and then walsk up to the zero level like a ramp. anther funny thing is that sometimes the player walks up a ramp like intended but then suddenly gets pushed upwards and then stands in the air. when i leave the ramp, its okay though...

Re: Kingdom Hearts Movement Tutorial [Re: sPlKe] #86347
03/29/07 09:58
03/29/07 09:58
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Posts: 862
Australia
I know that can happen with certain bsp design, I haven't seen anything to suggest the code would cause it.

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86348
03/29/07 16:07
03/29/07 16:07
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
fine, now i know i only have to change the palcements of my blocks^^
thanx^^

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