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Re: Kingdom Hearts Movement Tutorial [Re: DLively] #86309
10/22/06 18:01
10/22/06 18:01
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
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Iglarion  Offline
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Joined: Jul 2004
Posts: 785
Serbia
I have strange problems - camera go trought terrains, but only with version 6.40 and 6.50.2. With version 6.31 everything work fine. Did someone know what is happening with camera colosion (i also have this problem with old zelda code).


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Re: Kingdom Hearts Movement Tutorial [Re: Iglarion] #86310
10/22/06 20:42
10/22/06 20:42
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
It probably has something to do with trace/c_trace conflicts. This code uses both and the 6.31 verson of c_trace is buggy and outdated.


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Re: Kingdom Hearts Movement Tutorial [Re: Orange Brat] #86311
10/22/06 22:27
10/22/06 22:27
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
use c_trace in the camera function instead of the old trace:

c_trace(my.x,temp.x,ignore_me|ignore_passable);

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86312
10/22/06 23:03
10/22/06 23:03
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
I am actually trying to change this so that I can use model poly collisions and junk and stuff. Any suggestions? I'm working on it now.


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Re: Kingdom Hearts Movement Tutorial [Re: draculaFactory] #86313
10/23/06 01:37
10/23/06 01:37
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
I'm probably stating what you may already know, and I haven't tested it:

Set enable_polycollision
remove the my.z_offset part of the code
replace trace with c_trace and ent_move with c_move.
Make sure in your c_trace you are using the correct trace mode, with use_box etc, and make sure enable_polycollision is set to a working value.

You may do all that and it still may not work, but it's somewhere to start

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86314
10/23/06 02:26
10/23/06 02:26
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
lol yea i got as far as the c_trace and c_move thanks i love this code its organic and highly mobile.

Strange tho. I make my own movement scripts like a point and click thing and i have never had to set enable_polyblahblah before in order to get the poly to collide n stuff i just make sure that the model is my.polygon = on and the player is regular.

Last edited by slizzer; 10/23/06 03:02.

Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Kingdom Hearts Movement Tutorial [Re: draculaFactory] #86315
10/23/06 10:11
10/23/06 10:11
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
Oh well, I worked on it all night long and couldn't get any results. Non stop crazy-whacky behavior. I expanded beyond your suggestions. I have never had a problem with this before geez.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Kingdom Hearts Movement Tutorial [Re: draculaFactory] #86316
10/24/06 02:14
10/24/06 02:14
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
Yeah I can't get c_move to work properly, all you gotta do is replace ent_move with:

c_move(my,nullvector,my.move_x,ignore_passable | glide);

It works fine except when 2 ellipoid hulls collide, then it gets stuck (I also added ignore_models to the gravity trace). Yet it doesn't get stuck if I use a simple model instead of the main model, c_move has really disappointed me.

Re: Kingdom Hearts Movement Tutorial [Re: DavidLancaster] #86317
10/24/06 04:28
10/24/06 04:28
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
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draculaFactory  Offline
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
actually the problem that i am having is something completely different
im going through the tut bit by bit trying to convert it and it uses c_move but the jump doesnt work


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Kingdom Hearts Movement Tutorial [Re: draculaFactory] #86318
11/04/06 00:19
11/04/06 00:19
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
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DavidLancaster  Offline OP
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Joined: Nov 2004
Posts: 862
Australia
Have you tried using the completed demo of the game and adding c_move from there? Going from scratch may be tedious..

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