Jim Hunter wrote:
 >> Does anyone have an idea how I would make a player turn on a dime?
 >> I don't want there to be any acceleration, I just want the player
 >> to instantly move in the direction he's facing
 >
 > Acceleration is handled in PM_Accelerate (in pm_shared.c) IIRC.  You
 > just need to take the forward, side and up move commands in the cmd
 > structure and multiply them by the forward, right and up vectors
 > obtained from the angles and add them together to get your new
 > velocity vector.  Then you'd need to clamp the speed to maxspeed.

That's basically it. I think that PM_Friction (or something like that)
also needs to be changed, and that they are tightly coupled.

I have to admit that I never really figured out how it was supposed to
work. I just ripped that whole section out and did it my way.

Actually, I was never able to (objectively) tell the difference between
the default behavior and instantanious acceleration, it is pretty close.
Messing with the parameters just made the behavior get yucky.

If you do anything other than instantainous or the default, you have to
be a bit carefull to make sure that the movement is stable. TIme delays
and limited velocity and position accuracy can make the view shake if
you aren't carefull.

Ralph Hartley


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