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Re: Grabbing Edges -- Help Needed
[Re: bk9iq]
#332124
07/07/10 18:15
07/07/10 18:15
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Thank you I'm glad to hear that it was useful for you. About the edge climb, no I don't mean that it'll be 1000 lines You need to search for changing "movement_mode". You'll find the edge climbing part
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Re: Grabbing Edges -- Help Needed
[Re: 3run]
#332139
07/07/10 19:38
07/07/10 19:38
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Joined: Nov 2008
Posts: 946
the_clown
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User
Joined: Nov 2008
Posts: 946
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Re: Grabbing Edges -- Help Needed
[Re: the_clown]
#332163
07/07/10 20:49
07/07/10 20:49
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Joined: Jul 2010
Posts: 129
bk9iq
OP
Member
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OP
Member
Joined: Jul 2010
Posts: 129
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Now I was trying to figure this out but in Zelda Code I don't understand what is happening : IF (movement_mode == 2) { //pulling yourself up onto a ledge my.z += 5 * time; player_diff.x = 1; player_diff.y = 0; player_diff.z = 0; ent_move(player_diff.x,nullvector); vec_set(temp,my.x); //scan in front of player to see if there is a climbable wall temp.x += 30 * cos(my.pan); temp.y += 30 * sin(my.pan); temp.z = my.z - player_feet_height; //set the value 32 to the distance to the models feet trace_mode = ignore_me+ignore_sprites+ignore_models; IF(trace(my.x,temp) == 0) { movement_mode = 3; vec_set(ladder_x.x,my.x); } // camera.z = player.z - sin(cam_zangle) * cam_height; ent_cycle("walk",my.animdist); my.animdist += 9 * time; IF (my.animdist > 100) { my.animdist -= 100; } center_check(); update_views(); }
now the first couple of lines are good but then how do we (SCAN) or (TRACE) in order to know that this is an edge?
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