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2 registered members (steyr, alibaba),
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Re: Using two C_MOVEs
[Re: 3run]
#356287
01/31/11 23:50
01/31/11 23:50
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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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.
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Re: Using two C_MOVEs
[Re: Quad]
#356302
02/01/11 01:37
02/01/11 01:37
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Joined: Aug 2008
Posts: 482
bart_the_13th
Senior Member
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Senior Member
Joined: Aug 2008
Posts: 482
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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.
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Re: Using two C_MOVEs
[Re: bart_the_13th]
#356345
02/01/11 13:46
02/01/11 13:46
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Joined: May 2009
Posts: 5,367 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,367
Caucasus
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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]
#356382
02/01/11 17:12
02/01/11 17:12
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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I want to learn how to get normal movement with C_MOVE. Essentially, there is no way. Trust me, I tried. 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
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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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.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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