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Alles passable.... warum? #112511
02/17/07 18:57
02/17/07 18:57
Joined: Feb 2007
Posts: 3
F
Five Offline OP
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Five  Offline OP
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F

Joined: Feb 2007
Posts: 3
Hi, ich hab vor drei wochen mit 3dgs angefangen. im mom habe ich noch die testverion (bin begeistert davon.. hol mir so schnell wie möglich die vollversion)

nun habe ich schon einiges mit 3dgs hinbekommen doch irgendwie ist für meinen player alles passble obwohl ich in WED die blöcke nicht auf passable stehen hab.
ich denke das es vllt am script liegt... schließlich hab ich noch wenig ahnung im c- scripten..

kann mir jemand helfen??? please

Last edited by Five; 02/17/07 18:57.
Re: Alles passable.... warum? [Re: Five] #112512
02/17/07 19:14
02/17/07 19:14
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
Expert
Tempelbauer  Offline
Expert
T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany
du hast höchstwarscheinlich dein level in wed gebaut und einfach gestartet. kein wunder, da die kamera im default-modus durch alles durchgleitet.

füg mal einen player ein, weise ihm die playersteuerung zu und starte erneut

Re: Alles passable.... warum? [Re: Tempelbauer] #112513
02/17/07 19:18
02/17/07 19:18
Joined: Feb 2007
Posts: 3
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Five Offline OP
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Five  Offline OP
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Joined: Feb 2007
Posts: 3
ja hab ich bereits...

hier mein main-script...

// legend.wdl
//

//////////////////////////////////////////////////// Bildschirm

var video_mode = 7; // 800*600 Auflösung
var video_depth =32; // 32 bit mode


//////////////////////////////////////////////////// variablen
entity* player;

var w_lauf;
var s_lauf;
var d_lauf;
var a_lauf;

var mem_camx;
var mem_camy;

var mpx;
var mpy;
var pan_switch;

var trig;
var sunhero_x;
var sunhero_y;



////////////////////////////////////////////////////////////// Main
function main ()
{
level_load ("legend.wmb");
wait (5);
camera.fog = 0; // Nebel wirkt sich nicht auf Schatten aus
}




///////////////////////////////////////////////////////////// Sun
action sunposition
{
while (1)
{
my.x = (sunhero_x /100) * 70;
my.y = (sunhero_y /100) * 70;
wait(1);
}
}



///////////////////////////////////////////////////////////// Sky
action sky_cube_five
{
while (1)
{
my.pan +=0.1*time;
wait (3);
}
}



///////////////////////////////////////////////////////////// Player
action player_move
{
player = me;

my.z -= 1;
camera.pan = my.pan;
camera.x = my.x -230;
camera.y = my.y;
my.pan = 1;
camera.z = my.z + 50;
camera.tilt = -7;

sunhero_x = my.x;
sunhero_y = my.y;

while (1)
{
my.passable=on;


/////////////////////////////////////////////////////////////////////////////////////// D1 && W1
if (key_a == 0 && key_w == 0 && key_d == 0)
{
ent_animate(my, null,0, 0);
w_lauf = 0;
my.tilt = 0;
}
//////////////////////////////////////////////
if ( key_a == 1 )
{
pan_switch = 0;
ent_animate(my,"run",w_lauf, anm_cycle);
w_lauf += 11 * time;
my.tilt = -5;
///////////////////////////////////////
my.pan = camera.pan +90;
camera.pan += 0.25;

my.x = camera.x + 240 * sin(player.pan); // 200 = distance between the player and the camera
my.y = camera.y - 240 * cos(player.pan) ; // use the same value here

}
if ( key_d == 1 && key_w == 0)
{
pan_switch = 1;
ent_animate(my,"run",w_lauf, anm_cycle);
w_lauf += 11 * time;
my.tilt = -5;
///////////////////////////////////////
my.pan = camera.pan - 90;
camera.pan -= 0.25;

my.x = camera.x - 240 * sin(player.pan) ; // 200 = distance between the player and the camera
my.y = camera.y + 240 * cos(player.pan) ; // use the same value here


}


/////////////////////////////////////////////////////////////
if (my.pan > 0 && my.pan <= 90 )
{
mpx = 1 - ((my.pan)/ 100);
mpy = ((my.pan)/100);
}

if (my.pan > 90 && my.pan <= 180 )
{
mpx = ((my.pan -90)/100) * (-1) ;
mpy = 1 - ((my.pan -90)/100);
}

if (my.pan > 180 && my.pan <= 270 )
{
mpx = (1- ((my.pan -180)/100))* (-1) ;
mpy = ((my.pan -180)/100) * (-1);
}

if (my.pan > 270 && my.pan <= 360 )
{
mpx = (my.pan -270)/100;
mpy = (1- ((my.pan -270)/100))* (-1) ;
}


if (key_w == 1 && key_a == 0)
{
ent_animate(my,"run",w_lauf, anm_cycle);
w_lauf += 11 * time;
my.tilt = -3;

my.pan = camera.pan;

camera.y += mpy *2;
my.y += mpy *2;
camera.x += mpx *2;
my.x += mpx *2;

}



mem_camx = camera.x;
mem_camy = camera.y; ///////////// wichtig...



if (key_q == 1 && key_w ==1 )
{
my.pan = my.pan +45;

}
if (key_e == 1 && key_w ==1 )
{
my.pan = my.pan -45;

}
if (my.pan >=450)
{
my.pan = 0;
camera.pan = 0;
}
if (my.pan <= -90)
{
my.pan = 360;
camera.pan = 360;
}




//////////////////////////////////////////////////////////////////////////////////////////////////////


wait (1);
}
}

Re: Alles passable.... warum? [Re: Five] #112514
02/17/07 22:41
02/17/07 22:41
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Quote:

///////////////////////////////////////////////////////////// Player
action player_move
{
player = me;

my.z -= 1;
camera.pan = my.pan;
camera.x = my.x -230;
camera.y = my.y;
my.pan = 1;
camera.z = my.z + 50;
camera.tilt = -7;

sunhero_x = my.x;
sunhero_y = my.y;

while (1)
{
my.passable=on;




Mach das my.passble=off;

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Alles passable.... warum? [Re: rvL_eXile] #112515
02/18/07 21:42
02/18/07 21:42
Joined: Jun 2006
Posts: 214
Germany, NRW
T
TheThinker Offline
Member
TheThinker  Offline
Member
T

Joined: Jun 2006
Posts: 214
Germany, NRW
Sehe ich das richtig, oder gibt es hier nirgends eine C_move oder ent_move anweisung? Der code ist etwas schwer zu lesen, deshalb hab ich ihn nur überflogen, jedoch glaube ich, dass du deine Spielfigur nur in der Spielwelt umherteleportierst. Das passiert wenn man die x,y,z coordinaten einer Figur direkt manipuliert. Es ist zwar nicht unmöglich eine Kollisionserkennung auf dieser Basis zu erstellen aber weitaus koplizierter.
Nutze c_move... Damit hast du eine polygongenaue Kollisionserkennung der Umgebung zu deiner Figur. So weit ich weiß musst du dann aber einen Vector nutzen
So vielleicht
speed[3]

{
speed.x = 1 * key_force.y;
while(1)
{c_move(me,speed,null); wait(1);}
}

gaanz einfaches Beispiel. Les mal im Manual nach. Natürlich bin ich auch nicht mehr up-to-date, da ich mit der Syvex-edition arbeite
MfG,
Ich

Re: Alles passable.... warum? [Re: TheThinker] #112516
02/18/07 22:10
02/18/07 22:10
Joined: Feb 2007
Posts: 3
F
Five Offline OP
Guest
Five  Offline OP
Guest
F

Joined: Feb 2007
Posts: 3
danke für eure antworten...

@TheThinker.. habs gleich mal ausprobiert...^^ danke schön war echt hilfreich.. hab es zwar im tutorial mal gemacht aber beim programmieren dann nicht daran gedacht.. thx^2


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