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Re: RPG Movement script non clipping 3rd person ca [Re: Nems] #43932
04/13/05 16:54
04/13/05 16:54
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I found a tiny little buglet in the code. Nothing major but can lead to animation frame confusion. Change the "string current_player_frame = " ";" to "string current_player_frame;". Otherwise, if you have two animation sets with the same first letter, the engine will use whichever comes first and always ignore the other. Likewise, you could simply make the " " part larger, but what I suggested allows for any name.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: RPG Movement script non clipping 3rd person ca [Re: Orange Brat] #43933
04/15/05 10:20
04/15/05 10:20
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Thanks for your comments. OB changed some of the script in the demo, so it isn't exactly the same, try both of them to see a difference. Thanks for posting a demo OB. The collision only uses one trace and pans when the trace is interrupted. I did that for compact code reasons (and less traces used the better), but if you use the concept behind the Zelda cam I posted before, you can get a normal 3rd person cam working which moves smoothly. The camera moving quickly and making you dizzy works well when the player turns a corner, this effect will be different with the above code instead of the demo as OB has turned off the camera panning when the player presses A or D in the demo.

The camera has coordinates at which it smoothly moves to. You can add this at the end of the camera function to remove the smooth movement and allow the camera to lock dead center on the player (but that's like making a Zelda cam all over again :P )

camera.x = camera_move_to.x;
camera.y = camera_move_to.y;
camera.z = camera_move_to.z;
camera.pan = camera_pan_to;
camera.tilt = camera_tilt_to;

Re: RPG Movement script non clipping 3rd person ca [Re: DavidLancaster] #43934
04/15/05 16:17
04/15/05 16:17
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I just checked to see what I could have changed...there were a couple of lines commented out that shouldn't have been and a couple of values changed. I've corrected that and reuploaded.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: RPG Movement script non clipping 3rd person ca [Re: Orange Brat] #43935
04/16/05 02:31
04/16/05 02:31
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Good work guys and thanks for both.
Bit of a God send to script challenged people like me.
Cheers.

Re: RPG Movement script non clipping 3rd person camera [Re: Orange Brat] #43936
04/22/05 03:13
04/22/05 03:13
Joined: Sep 2000
Posts: 1,148
Eagle Offline
Serious User
Eagle  Offline
Serious User

Joined: Sep 2000
Posts: 1,148
very cool AccessPhenomenon! thanks for the code and info~

always~
Eagle


in the end its all about the game
Re: RPG Movement script non clipping 3rd person camera [Re: Eagle] #43937
06/13/05 02:26
06/13/05 02:26
Joined: Jul 2003
Posts: 592
SLC, UT
prophet Offline
User
prophet  Offline
User

Joined: Jul 2003
Posts: 592
SLC, UT
I am so glad I stumbled across this. With what everyone says about it, I am hoping this will fix my issues, with my game atleast.

Thanks for the contribution.


The attempt at a one man show. http://www.mutsoftware.com
Re: RPG Movement script non clipping 3rd person camera [Re: prophet] #43938
06/15/05 17:13
06/15/05 17:13
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Same goes for me. Thank you very much AccessPhenomenon, this script is a great achievement and works nicely! I'll definitely use it in my project.

Btw, has someone ever tried converting the script so it uses c_trace for player and camera instead of trace? I got into troubles with that, resulting from the c_trace bug that causes strange values in the "result" var when nothing has been hit (see bughunt section)... Does anyone have a solution for that?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: RPG Movement script non clipping 3rd person camera [Re: DavidLancaster] #43939
06/16/05 22:15
06/16/05 22:15
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
User
draculaFactory  Offline
User

Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
Are you going to implement jumping or just falling? I can try myself, but this code makes my eyes pop out.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: RPG Movement script non clipping 3rd person camera [Re: draculaFactory] #43940
06/18/05 01:52
06/18/05 01:52
Joined: Jul 2003
Posts: 592
SLC, UT
prophet Offline
User
prophet  Offline
User

Joined: Jul 2003
Posts: 592
SLC, UT
It is quite scary. How much time did it take you?


The attempt at a one man show. http://www.mutsoftware.com
Re: RPG Movement script non clipping 3rd person camera [Re: prophet] #43941
06/18/05 02:11
06/18/05 02:11
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
User
draculaFactory  Offline
User

Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
I just went and made my own. It's perfect for what I'm using it for and its MUCH shorter. LOL.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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