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Player Movement #286076
08/22/09 21:55
08/22/09 21:55
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Posts: 292
So erm... does anyone has the kingdom heart code without the gravity with models problem?

I don't seem to find any script without gravity problems...

If anyone have please PM me.
Thanks

Re: Player Movement [Re: Mythran] #286080
08/22/09 22:22
08/22/09 22:22
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany

Re: Player Movement [Re: Pappenheimer] #286149
08/23/09 13:27
08/23/09 13:27
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Joined: Sep 2006
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yes, im looking for c-script.
That one give me problems with gravity with terrain and models also.
Isn't there really any player code with nice gravity. Or just a gravity code that really works to implement on a player code?

Thanks

Re: Player Movement [Re: Mythran] #286150
08/23/09 13:31
08/23/09 13:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
In the manual, index 'c_move', there is a movement code from the boss himself. wink

Re: Player Movement [Re: Pappenheimer] #286675
08/26/09 13:49
08/26/09 13:49
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Posts: 292
Please can anyone see this code and fix the collision with the level models?

http://www.megaupload.com/?d=ESS9AWZM

Thanks.

Re: Player Movement [Re: Mythran] #286677
08/26/09 13:57
08/26/09 13:57
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
Why don't you describe what's your specific problem with this?
Collision is a complex thing, and there are several things that you might call a problem.

From your last question I suppose that you don't have set the level models' flag to POLYGON = on;, did you?

Re: Player Movement [Re: Pappenheimer] #286751
08/26/09 22:57
08/26/09 22:57
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Posts: 292
yes i did... and besides that i also tryed to use this codes on the models:

action Mod_PolyOn()
{
//enable_polycollision = 2;
my.enable_entity = on;
my.enable_block = on;
vec_set (temp, my.x);
temp.z -= 2000;
trace_mode = ignore_sprites + use_box;
my.z- = trace(my.x, temp);
my.enable_impact = on;
my.polygon = on;
my.passable = off;
}

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

Action Mod_Buildings()
{
enable_polycollision = 2;
my.POLYGON = on;
my.enable_entity = on;
my.enable_block = on;
my.enable_impact = on;
my.enable_scan = on;
//my.push = 1000;
}

And they won't work.

All i want is the model to detect correctly the walls of the house.

The code is there it's easy to take a look and understand what what's wrong...

Re: Player Movement [Re: Mythran] #286754
08/27/09 00:09
08/27/09 00:09
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You are a lucky guy! Although, you don't even bother to explain what your problem exactly is and what the main script of your testlevel is, I had a luck at your code.
And, guess what it is:
Your code don't even _use_ 'c_trace' or 'c_move', which are the only instructions that work with the collision of models.
'trace' and 'ent_move' are old and work only with so called block geometry and hmps.

At the left upper side of this page there is the link to the online manual, read the articles about collision, c_trace and c_move, to get an idea what its all about. Everybody who fiddles with code of this engine has to look into that manual often.

Re: Player Movement [Re: Pappenheimer] #286785
08/27/09 12:13
08/27/09 12:13
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Posts: 292
Not my code laugh I'm not a programmer a just understand the concept of the codes, but i can't make this kind of changes tongue

Altough thanks wink i'll give it a try and i'll let you know what happend maybe you can help me a little more wink

Regards,
Mythran

Re: Player Movement [Re: Mythran] #286856
08/27/09 20:31
08/27/09 20:31
Joined: Sep 2006
Posts: 292
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Mythran Offline OP
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Mythran  Offline OP
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Joined: Sep 2006
Posts: 292
Yay i made it!!
Not thanks to you wink
It is still in trace_mode ent_move etc...
But it collides perfectly with models in the 3 axys.
In the near future i'll post a project.
Regards,
Mythran.

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