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not passable level or block #315695
03/18/10 08:37
03/18/10 08:37
Joined: Mar 2010
Posts: 17
K
Kiko Offline OP
Warez kiddie
Kiko  Offline OP
Warez kiddie
K

Joined: Mar 2010
Posts: 17
Hi,

I just want to ask about the level or block not passable. I want to explore level which is not passable but everytime the level load it is passable during execution. Is there a need of code on that?

thanks...

Re: not passable level or block [Re: Kiko] #315696
03/18/10 09:21
03/18/10 09:21
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
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Tempelbauer  Offline
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T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany
it depends on your code
if you move with c_move through the level, you have a collision-detection
if you are in the walk-thru-modus, then you havnt it

what template do you have chosen?
or if you have coded it by yourself: please show the source

Re: not passable level or block [Re: Tempelbauer] #315706
03/18/10 11:31
03/18/10 11:31
Joined: Mar 2010
Posts: 17
K
Kiko Offline OP
Warez kiddie
Kiko  Offline OP
Warez kiddie
K

Joined: Mar 2010
Posts: 17
tnx very much. what do you mean by walk-thru-modus? sorry for asking. i'm just new in gamestudio.

Re: not passable level or block [Re: Kiko] #315707
03/18/10 12:09
03/18/10 12:09
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
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Tempelbauer  Offline
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Joined: Feb 2005
Posts: 3,687
Hessen, Germany
as i remember right, if you create the main-script in WED you have the choice about several templates. one of them is called "walk-through" or so (maybe its only in A6)

Re: not passable level or block [Re: Tempelbauer] #315730
03/18/10 16:15
03/18/10 16:15
Joined: Apr 2009
Posts: 69
Karlsruhe, Baden Württemberg, ...
luckyxxl Offline
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luckyxxl  Offline
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Joined: Apr 2009
Posts: 69
Karlsruhe, Baden Württemberg, ...
no "walk-through" is also in A7. But you don't nedd that because it is 90% the same like including <default.c> and press 0.

Do you want to walk around with a person or fly with a cam and do collision detection?


Sry for my bad English!! I'm German!!
A7 Extra Edition
Intel Core i7-960 (4x3.2GHz), 8GB DDR3, 9800GT 1GB
My homepage: www.ultitech.de
Re: not passable level or block [Re: luckyxxl] #315793
03/19/10 01:35
03/19/10 01:35
Joined: Mar 2010
Posts: 17
K
Kiko Offline OP
Warez kiddie
Kiko  Offline OP
Warez kiddie
K

Joined: Mar 2010
Posts: 17
it's ok...we're the same..bad english... grin btw.. I want to do collision detection...

Re: not passable level or block [Re: Kiko] #315816
03/19/10 11:06
03/19/10 11:06
Joined: Apr 2009
Posts: 69
Karlsruhe, Baden Württemberg, ...
luckyxxl Offline
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luckyxxl  Offline
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Joined: Apr 2009
Posts: 69
Karlsruhe, Baden Württemberg, ...
you want to do collision detection with a flying cam, rigth?

I made this code for me:
Code:
#include <acknex.h>

function create_walk_througth(VIEW* view)
{
	wait(1);
	my = ent_create(CUBE_MDL, camera.x, NULL);
	vec_set(my.pan, camera.pan);
	view.clip_near = 0;
	while(1)
	{
		my.pan -= mouse_force.x / 4 - (key_cul - key_cur) * time_step * 5;
		my.tilt += mouse_force.y / 4 + (key_cuu - key_cud) * time_step * 5;
		c_move(my, vector((key_w - key_s) * time_step * 5, (key_a - key_d) * time_step * 5, 0), nullvector, IGNORE_PASSABLE | GLIDE);
		vec_set(view.x, my.x);
		vec_set(view.pan, my.pan);
		wait(1);
	}
}

void main()
{
	level_load("level.wmb");
	wait(5);
	create_walk_througth(camera);
}



just copy the code and replace the levelname...

if you want to do collision detection with a player model use c_move (view the manual!) insted of vec_set


Sry for my bad English!! I'm German!!
A7 Extra Edition
Intel Core i7-960 (4x3.2GHz), 8GB DDR3, 9800GT 1GB
My homepage: www.ultitech.de

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