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AUM 46 Morrowing
#156985
09/26/07 11:16
09/26/07 11:16
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Joined: Jul 2007
Posts: 288 Germany, NRW
Martek
OP
Member
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OP
Member
Joined: Jul 2007
Posts: 288
Germany, NRW
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Hi
in the Aum 46 is in Morrowing a function called avoid_obstacles. I use this function in my Game. But the camera is shacking (I don't know the english word for ruckeln), when the camera is in the wall. How can I fix this???
Mfg, Pingulord
3D Gamestudio A7 Extra
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Re: AUM 46 Morrowing
[Re: George]
#156987
09/26/07 19:08
09/26/07 19:08
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Joined: Jul 2007
Posts: 288 Germany, NRW
Martek
OP
Member
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OP
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Joined: Jul 2007
Posts: 288
Germany, NRW
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No. I've made an own level and this is my code:
function camera_distance() { c_trace(player.x, camera.x, ignore_me + ignore_passable); if(result == 0) { player.skill10 += 4; } else { player.skill10 -= 8; } }
The Camera only has problems, when it is IN the wall.
Mfg, Pingulord
3D Gamestudio A7 Extra
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Re: AUM 46 Morrowing
[Re: George]
#156989
09/29/07 09:08
09/29/07 09:08
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Joined: Jul 2007
Posts: 288 Germany, NRW
Martek
OP
Member
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OP
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Joined: Jul 2007
Posts: 288
Germany, NRW
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If made my code out of your. I only change the trace into c_trace and don't change the alpha chanel.
This is it: function cam_dist_() { vec_set(temp.x, camera.x); temp.z -= 50; c_trace(player.x, temp.x, ignore_me + ignore_passable); if(result == 0) { player.cam_dist += 1; } else { player.cam_dist -= 2; } }
I think it's the same as your code.
Mfg, Pingulord
3D Gamestudio A7 Extra
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Re: AUM 46 Morrowing
[Re: George]
#156991
10/02/07 09:06
10/02/07 09:06
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Joined: Jul 2007
Posts: 288 Germany, NRW
Martek
OP
Member
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OP
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Joined: Jul 2007
Posts: 288
Germany, NRW
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It works fine, but now the camera is so slowly, that I can see through the wall, because it takes a long time to come the player. And I wrote this function, because I want that the camera can't see through the wall:)
Mfg, Pingulord
3D Gamestudio A7 Extra
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