You wouldn't need to create a lot of vectors, you really need just one
initial vector, and then a function that would be used to vary the
vector. The function would have to be time based and maybe use curent
x/y/z of the player to introduce some randomnes. That would give you a
varying vector that would emulate real wind. Hmm...so set an initial
vector, and the limits of variance. Come up with a function, and that
might be the hard part, to change the vector by small increments. Or
have large increments to emulate gusting wind. <X,Y,Z> =
<Xi,Yi,Zi>+<Xr1,Yr2,Zr3>, where r1/2/3 is some random value that your
functions gives you. IOW - <new vector> = <current vector> + <some
random value>.  Apply  new vector to push, and then a second later
calculate yet another vector and change the push vector. Does this make
any sense?

[EMAIL PROTECTED] wrote:
Hi,

I'm currently working with a few people to realize their design, using
the Source Engine. I'm supposed to get the player character to fly,
riding the wind. I have changed the MOVETYPE to FLY, and have been
experimenting with trigger_push brushes which could act as wind. I'm
not quite satisfied with the result though. It just doesn't feel like
the player character is flying with the wind.

Does anyone have an idea how this could be done better? I'm thinking
about creating a new entity which would be a wind field described by
lots of vectors, which could be linearly interpolated between to get a
wind direction at any point. But then again, that could be pretty hard
to create too... an easy solution would be appreciated :)

Jimmy



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