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sky.speed_u/v #165948
11/05/07 15:37
11/05/07 15:37
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline OP
User
Shadow969  Offline OP
User
S

Joined: Oct 2006
Posts: 873
does anybody know the way to convert this code

sky bla
{
speed_u = 10;
}

to Lite-C code?

my way

ENTITY* bla =
{
flags2 = SKY;
}

void sky_speed_startup()
{
while(1)
{
bla.u+=10*time_step;
wait(1);
}
}

is there a more convenient way to do that? uv shifting is too fast for a sky, and lower values(below 0.001) don't move it at all

Re: sky.speed_u/v [Re: Shadow969] #165949
11/06/07 14:27
11/06/07 14:27
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline OP
User
Shadow969  Offline OP
User
S

Joined: Oct 2006
Posts: 873
Problem solved
speed_u/v should be replaced by u/v in sky definition

Re: sky.speed_u/v [Re: Shadow969] #165950
11/14/07 18:12
11/14/07 18:12
Joined: Apr 2006
Posts: 624
DEEP 13
badapple Offline
User
badapple  Offline
User

Joined: Apr 2006
Posts: 624
DEEP 13
while you are on the subject of u/v , ive tried to use u/v on a water looking sprite to simulate the current and get errors , is this no longer available?


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