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c_move, a quick problem #176816
01/06/08 23:16
01/06/08 23:16
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
User
Trooper119  Offline OP
User

Joined: Apr 2004
Posts: 516
USA
I have a quick question many aught to have seen by now and I was wondering if when I input the code:
Code:
 c_move (newGuard, testSpeed, nullvector, IGNORE_PASSABLE | GLIDE); 


In c-Lite, (newGuard being any model, and testSpeed being a value to move around), when telling the Earth.mdl or Guard.mdl to move so it's head hits the ceiling or feet touch the ground, each model is either partly inside another model, or won't go directly up against it by a margin of about 20 quants. Its strange and I was wondering why c_move doesn't seem to be working for me, any insight would be appreciated.

Last edited by Trooper119; 01/07/08 22:44.
Re: c_move, a quick problem [Re: Trooper119] #176817
01/07/08 03:57
01/07/08 03:57
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
User
Trooper119  Offline OP
User

Joined: Apr 2004
Posts: 516
USA
I've done a search once I got some time and found that Bret "clone45" already tweaked David Lancaster's Kingdom Heart's movement code to fit with Lite-C I thought this would work because this adds some collision detection the the equation but apparently not, my guard still sticks in the ground half way between his origin and his feet.

EDIT: Sorry guys, but the problem still exists, anyone know why my guard has the habit of losing his knees in the mud?

Last edited by Trooper119; 01/07/08 22:45.

A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: c_move, a quick problem [Re: Trooper119] #176818
01/07/08 22:45
01/07/08 22:45
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
User
Trooper119  Offline OP
User

Joined: Apr 2004
Posts: 516
USA
You guys probably can't figure out what I'm talking about so I'll include some pictures, sorry dial up users. I'm going to try simply taking out the code that moves the character into the ground using c_scan and use a move gravity related approach, until then I'll leave you guys with the problem at hand. Again any hints to the issue would be appreciated.

Both pictures are of models told by c_scan to move directly into the ground, and this is the farthest they both get before stopping, I'm trying to figure out how to get them to touch, or get within a couple quants of the ground since they seem to do neither, adjusting the values that they move towards the ground don't seem to do anything:


The globe is about 20 quants to the ground.


Pic of the problem:


Last edited by Trooper119; 01/07/08 22:48.

A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: c_move, a quick problem [Re: Trooper119] #176819
01/07/08 23:25
01/07/08 23:25
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
User
Trooper119  Offline OP
User

Joined: Apr 2004
Posts: 516
USA
I figured out one of the wonders of the world, and its name is F11. I took the following picture once I come up with a theory:

It turns out the bounding box is incorrectly set, and as you can see the box is indeed set on the ground, it just so happens the model that is supposed to be in the box isn't necessarily in it. For those who are curious, the number in the top right corner is c_trace telling me how far the model is to the ground, so it seems I no longer need any help.

EDIT: I've found the command to update the hull of the entity, input something similar to
Code:
 c_updatehull(entity, frame); 


to update an entity according to the frame. The problem is fixed, hope this helps anyone with similar problems.

Last edited by Trooper119; 01/08/08 01:32.

A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: c_move, a quick problem [Re: Trooper119] #176820
01/10/08 00:42
01/10/08 00:42
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Bummer you were all alone on this one mate, do it like this for your character
Action my_character:
{
wait(1);
c_setminmax(me):
.......
That will get the bounding box to take up the area of your model but further setting to explicitly get boxes just right may be needed.


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