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Walking UP & trough walls BUG -- Please help #184803
02/20/08 15:35
02/20/08 15:35
Joined: Nov 2006
Posts: 193
England
RyuShinji Offline OP
Member
RyuShinji  Offline OP
Member

Joined: Nov 2006
Posts: 193
England
My move function is:
c_move(my, force.x, nullvector, ignore_passable | glide);

this is from the khmovment tutorial, so it orginaly included "use_aabb" for some reason it does'nt reconize it. even so i'm not sure this is the problem doesnt exist on the khmovment exe example.

if i walk into a wall it stops me for a while but i slowly push through it, why is this? what can i do to stop the player entity from being able to penitrate the wall?

also if i use the "handle gravity" function the player penitrates the wall and then thinks its below the ground so it moves up until its on the top of the wall.

can anyone help?

Last edited by RyuShinji; 02/20/08 22:15.
Re: Walking UP & trough walls BUG -- Please help [Re: RyuShinji] #184804
02/21/08 02:42
02/21/08 02:42
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Don't know, but i'm converting the KH movement with current syntax in Litec. So trace has been replaced with c_trace, but use_aabb give a lot of trouble. Without AABB and only OBB collision I can't jump anymore.

The KH Movement tutorial was written by David Lancaster. A very good programmer. So if he already has problems with converting trace to c_trace, I think it will not be easy for me to get things working in Litec. I tried to find some help to change his code to Litec and make it stable, but everyone is bussy these days..


smile
Re: Walking UP & trough walls BUG -- Please help [Re: D3D] #184805
02/21/08 13:39
02/21/08 13:39
Joined: Nov 2006
Posts: 193
England
RyuShinji Offline OP
Member
RyuShinji  Offline OP
Member

Joined: Nov 2006
Posts: 193
England
OMG Its working now, I think irs because i changed the c_move in the khmovement tutorial to


move_mode = glide + ignore_passable + ignore_passents + ignore_you;
ent_move(force.x,nullvector);

try it.


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