Driving up walls is good? :^)
Or do you mean up slopes?
Jorrit Heusinkveld wrote:
>
>
> i got working vehicles but i can`t get them drive up a wall like in cs
> this is my code:
> void CFuncVehicle :: Stop( void )
> {
>
> pev->speed = 0;
>
>
> }
>
>
>
> void CFuncVehicle::Wall( void )
> {
>
> TraceResult front;
>
> Vector vecFront = pev->origin + gpGlobals->v_forward*(45);
>
> UTIL_TraceLine(pev->origin, vecFront, ignore_monsters, edict(),
> &front);
>
> if( front.flFraction < 1.0 )
> {
> CBaseEntity *pHit = CBaseEntity::Instance( front.pHit );
>
> if ( pHit->IsBSPModel() )
> {
>
> Stop();
>
> }
>
> }
>
> TraceResult back;
>
> Vector vecBack = pev->origin + gpGlobals->v_forward*(-45);
>
> UTIL_TraceLine(pev->origin, vecBack, ignore_monsters, edict(),
> &back);
>
> if( back.flFraction < 1.0 )
> {
> CBaseEntity *pHit = CBaseEntity::Instance( back.pHit );
>
> if ( pHit->IsBSPModel() )
> {
>
> Stop();
>
> }
>
> }
>
> TraceResult left;
>
> Vector vecleft = pev->origin + gpGlobals->v_right*(-20);
>
> UTIL_TraceLine(pev->origin, vecleft, ignore_monsters, edict(),
> &left);
>
> if( left.flFraction < 1.0 )
> {
> CBaseEntity *pHit = CBaseEntity::Instance( left.pHit );
>
> if ( pHit->IsBSPModel() )
> {
>
> Stop();
>
> }
>
> }
>
> TraceResult right;
>
> Vector vecright = pev->origin + gpGlobals->v_right*(20);
>
> UTIL_TraceLine(pev->origin, vecright, ignore_monsters, edict(),
> &right);
>
> if( right.flFraction < 1.0 )
> {
> CBaseEntity *pHit = CBaseEntity::Instance( right.pHit );
>
> if ( pHit->IsBSPModel() )
> {
>
> Stop();
>
> }
>
> }
>
> }
>
>
>
> any body a idea how to change it so it can drive up walls and down
>
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--
I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher
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