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Re: lifts
[Re: DAVIDMORETON]
#288357
09/05/09 14:41
09/05/09 14:41
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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did you use the polygon flag in properties to make it solid and use its own form?
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: lifts
[Re: DAVIDMORETON]
#288392
09/05/09 17:26
09/05/09 17:26
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Joined: Jul 2007
Posts: 959 nl
flits
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User
Joined: Jul 2007
Posts: 959
nl
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maby you can do this
check if the player is on the platform ifzo move (and rotate) the player the same as teh platform no he wont be able to fall trough
the only problem of this is to check if the player is on the platform ore not
"empty"
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Re: lifts
[Re: flits]
#288396
09/05/09 18:44
09/05/09 18:44
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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if i were you, i would build a test level and reconstruct what you are trying to do, just the lift and the player. now, here's another issue. if you are using the template lift code, but using your own player code and not plBiped01_entity, then it wont work. if you are using your own player code i suggest using the lift code in the AUM 13, you might hasve to modify it, its an older code. if you are using the template player, you will be fine.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: lifts
[Re: Cowabanga]
#288446
09/06/09 11:31
09/06/09 11:31
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Joined: Jan 2005
Posts: 282 devon UK
DAVIDMORETON
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OP
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Joined: Jan 2005
Posts: 282
devon UK
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Thanks Blink, Got your last message - understood. I am using the standard c-script player (and action). It works fine using the standard lift(and action), but I can't rotate the lift at the end of its journey, that is why I have made my own lift(model) which will(with my script)go up and rotate, the trouble is it won't carry the player. There must be a bit of code somewhere I can add to my lift script to enable this. I have been through the standard lift script to see if I can 'lift' some code from it, but no luck so far. Appoligies for keeping on like this, but there must be a method of doing it.
Perhaps there is a way of rotating the standard lift? I can't seem to do it!!
Hopefully, David.
Last edited by DAVIDMORETON; 09/06/09 11:33. Reason: addition
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Re: lifts
[Re: DAVIDMORETON]
#292486
10/04/09 04:10
10/04/09 04:10
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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...make sure your players trace() function for gravity detects entities; make sure your lift is solid and has polygon set for detection.
The tricky part is getting your player to move slowly and rotate with the lift. After each "gravity trace" the player does, check if their is a lift entity under it, if so, then you'll have to calculate the lifts difference in position and rotation from the last frame and add it to the entities position. Tip: vec_rotate();
xXxGuitar511 - Programmer
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