I guess I would have to see some kind of example of how I could do that.
This thing just explodes and goes in a straight line til it hits something
or until 2 seconds is up, whichever happens first.  So you end up in the
spot where it stops.  You disappear for a second and a half or so, then a
fireball flies forward a little bit, and you reappear when it stops.  So I
would need to check in front of me, to the left, and to the right, and find
out how far back or right or left I need to go before I can put the person
down and not have him trapped in a wall or in the bounding box of something
else.  I don't know how to do all of that, so what I have now is just a
hack. :P

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew T.
Atkinson
Sent: Thursday, December 15, 2005 12:44 PM
To: AGRIP User and Developer discussion list
Subject: RE: [AGRIP-discuss] I'm being a ninny again

On Thu, 2005-12-15 at 11:27 -0700, Derek London wrote:
> I guess I could do that.
end-quote

I'm perfectly willing to make the version I sent you work with your
function overriding technique -- and to explain how I modularised it and
help you keep it modular.  I'll have a go at that this weekend, time
permitting (should take less time by far to update the existing base I
made).

quote
> On another topic, for using tracebox, how do you go about figuring out
what
> direction to trace in if you need to look for a safe place to put someone?
> I mean. Setorigin(self.owner, self.origin) works, but if you're touching a
> wall enough to stop your movement, but not enough to stop your rocket from
> moving forward, that's how you get caught in a wall because you get moved
to
> the thing's origin and partly stuck in the wall.  So I need to know how to
> figure out what part of a person is not stuck so I know what direction to
> move the half step in to move them out of the wall.
end-qoute

This is, of course, very true.  I simply used a very small distance away
from the desired point of origin to see if there would be a collision (I
believe this also detects if the object would not fit at the desired
point of origin, too).

Hope this helps, will let you know soon as I make progress on your mod
again.  Thanks for the benefit of the doubt re the benefits this will
bring in the long term :-).

bye just now, best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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