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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