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Re: Using two C_MOVEs [Re: Pappenheimer] #356279
01/31/11 22:35
01/31/11 22:35
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
Sorry, but what you mean by blender engine? About character's model, I use simple box (and it's invisible cause game is FPS only). About invisible walls, yes I've heart about them many times and I even do use them, but main thing is, that I want to make a movement script which will be able to handle most of collusion, so I wouldn't need to use such things like invisible walls etc. Look for example at old half life movement, there are no invisible walls at all... And movement is just great.


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Re: Using two C_MOVEs [Re: 3run] #356281
01/31/11 23:04
01/31/11 23:04
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey
half-life is full of invisible walls.


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Re: Using two C_MOVEs [Re: 3run] #356287
01/31/11 23:50
01/31/11 23:50
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Originally Posted By: 3run
Look for example at old half life movement, there are no invisible walls at all... And movement is just great.

In the old HL, the whole level is optimized for the game specific collision.

Re: Using two C_MOVEs [Re: Quad] #356302
02/01/11 01:37
02/01/11 01:37
Joined: Aug 2008
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bart_the_13th Offline
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Originally Posted By: Quadraxas
half-life is full of invisible walls.

Something that I always avoid LoL
Using one c_move is enough since it has two vector that can be used. The first vector is for player movement it self(X and Y with Z set to zero) and the second one is for external force, gravity for example.

If your character cant jump of the ledge, you even can eliminate the second vector and use c_trace instead.

Re: Using two C_MOVEs [Re: bart_the_13th] #356345
02/01/11 13:46
02/01/11 13:46
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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And I use one C_MOVE just as you said bart, but still I have no idea how to fix the problems that I've faced. About half life levels, I was playing with the levels for a while, I export them with models, textures, and special faces, but there are no invisible walls at all, same as for counter strike, day of defeat and all other games and mods on goldensource. So I have no idea where you've seen invisible walls there. Levels are optimized to player movement, thats right. But any way, what about an idea which could fix problems which I have?


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Re: Using two C_MOVEs [Re: 3run] #356350
02/01/11 14:35
02/01/11 14:35
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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The fact that you never used invisible walls in your levels doesn't mean that they don't exist. If you open up the first level in Valve Hammer Editor (it comes with the SDK), you can clearly see invisible triggers and barriers everywhere.

Anyway, I already suggested you drop the c_move instructions and use c_trace and vec_add instead. Works wonderfully for me. You just have to use cos() and sin() to get the proper x and y forces, as well as the code I sent you.


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Re: Using two C_MOVEs [Re: Redeemer] #356357
02/01/11 15:16
02/01/11 15:16
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
I want to learn how to get normal movement with C_MOVE. About invisible walls, I used HAMMER, and I've never seen walls... May be I'm doing something wrong... Do you see for example invisible walls in counter strike (de_dust for example)?


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Re: Using two C_MOVEs [Re: 3run] #356382
02/01/11 17:12
02/01/11 17:12
Joined: Dec 2008
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North America
Redeemer Offline
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Redeemer  Offline
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Originally Posted By: 3run
I want to learn how to get normal movement with C_MOVE.

Essentially, there is no way. Trust me, I tried.

Originally Posted By: 3run
About invisible walls, I used HAMMER, and I've never seen walls...

They're block entities with the behavior func_wall. You can usually spot them in the editor by their odd texture. They are set up to appear invisible ingame through some special properties (I forget exactly what they are, but they are used to make glass transparent, among other things). I used them all the time, and so does Counter Strike. As proof over their existence, boot up de_militia, join the counter terrorists, and try to hop over the road blocks near the rescue zone. No matter how hard you try, it's impossible. That's because there is an invisible wall there.


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Re: Using two C_MOVEs [Re: Redeemer] #356390
02/01/11 17:49
02/01/11 17:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Posts: 6,861
Kiel (Germany)
Quote:
Essentially, there is no way. Trust me, I tried.

That's not true. With some tricks you can get an almost BOX-like movement.
AFAIK c_move (except GLIDE) is nothing else than some vector calculations that use c_trace with USE_BOX.


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Re: Using two C_MOVEs [Re: Superku] #356393
02/01/11 18:02
02/01/11 18:02
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
Now there is that wall.. I see them not. Thank you Redeemer.
And what are that tricks? How can I fix that problems which I have?


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