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Re: Aum100 is ready!
[Re: Rackscha]
#374263
06/16/11 20:27
06/16/11 20:27
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Joined: Feb 2010
Posts: 886
Random
User
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User
Joined: Feb 2010
Posts: 886
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Yes! And could anybody beat my ai
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Re: Aum100 is ready!
[Re: Random]
#374266
06/16/11 20:34
06/16/11 20:34
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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****** Happy Anniversary to AUM 100 ********** Thanks Georges for this so great magazine , i hope you'll celebrate that with a good cup of champaign or wine !
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Re: Aum100 is ready!
[Re: 3run]
#374268
06/16/11 20:35
06/16/11 20:35
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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I would like to thank all contributors and especially George for 100 genius aumīs. And no, I didnīt beat the ai.
no science involved
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Re: Aum100 is ready!
[Re: Realspawn]
#374305
06/17/11 10:50
06/17/11 10:50
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Drunken ragdolls (sumotori style)
function getRagdoll(ENTITY* entity, VECTOR* velSpeed)
{
VECTOR vAng;
var vStrength = 1.2;
...
...
...
while (1)
{
ang_for_bone(vAng, entity, "bHips");
pXent_addtorquelocal(bHips, vector(-vAng.z*vStrength*time_step, vAng.y*time_step, 0));
ang_for_bone(vAng, entity, "bRLeg");
pXent_addtorquelocal(bRLeg, vector(-vAng.z*vStrength*time_step, 0, 0));
ang_for_bone(vAng, entity, "bLLeg");
pXent_addtorquelocal(bLLeg, vector(-vAng.z*vStrength*time_step, 0, 0));
ent_bonereset_all(entity); // resets all bones of the current pose
ent_bonerotate(entity,"bHead", bHead.pan); ent_bonemove(entity,"bHead", vector(bHead.x,bHead.y,bHead.z-75));
ent_bonerotate(entity,"bBody", bBody.pan); ent_bonemove(entity,"bBody", vector(bBody.x,bBody.y,bBody.z-30));
ent_bonerotate(entity,"bHips", bHips.pan); ent_bonemove(entity,"bHips", vector(bHips.x,bHips.y,bHips.z+15));
ent_bonerotate(entity,"bRArm", bRArm.pan); ent_bonemove(entity,"bRArm", vector(bRArm.x+55,bRArm.y,bRArm.z-50));
ent_bonerotate(entity,"bLArm", bLArm.pan); ent_bonemove(entity,"bLArm", vector(bLArm.x-55,bLArm.y,bLArm.z-50));
ent_bonerotate(entity,"bRLeg", bRLeg.pan); ent_bonemove(entity,"bRLeg", vector(bRLeg.x+15,bRLeg.y,bRLeg.z+60));
ent_bonerotate(entity,"bLLeg", bLLeg.pan); ent_bonemove(entity,"bLLeg", vector(bLLeg.x-15,bLLeg.y,bLLeg.z+60));
wait(1);
}
}
no science involved
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Re: Aum100 is ready!
[Re: fogman]
#374354
06/17/11 21:54
06/17/11 21:54
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Joined: Feb 2010
Posts: 886
Random
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User
Joined: Feb 2010
Posts: 886
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Hahaha, if you want the ragdoll dance ballet add this; ang_for_bone(vAng, entity, "bHips"); pXent_addtorquelocal(bHips, vector(-vAng.z*vStrength*time_step, vAng.y*time_step, 0)); ang_for_bone(vAng, entity, "bRLeg"); pXent_addtorquelocal(bRLeg, vector(-vAng.z*vStrength*time_step, 5, 5)); ang_for_bone(vAng, entity, "bLLeg"); pXent_addtorquelocal(bLLeg, vector(-vAng.z*vStrength*time_step, 5, 5)); ang_for_bone(vAng, entity, "bBody"); pXent_addtorquelocal(bBody, vector(-vAng.z*vStrength*time_step, 5, 5)); ^^
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