Yes that's possible, I've already done it for our wallwalking, you just need to transform the input to the new orientation, then apply the player's input, and transform it back to world.
However, as I pointed out in an earlier topic, the real difficulty is to have the movement code oriented randomly. The movement is based on shapecasts, and in Source only axis-aligned box casts are possible. If you want to be able to walk on surfaces that are not axis-aligned, that introduces additional difficulties ( working on them as we 'speak' ). If you limit your movement to axis-aligned surfaces or do not wish to walk on surfaces in the new orientation, there's no difficulty really. -- Maarten > -- > [ Picked text/plain from multipart/alternative ] > Hi! Thanks for the fast reply. > > I'm actually looking for a way to rotate the players coordinate system. > To be more concrete, I'm building a world with a changing gravity and the > player should rotate relative to it. > I'm not sure if I am using the right terms, but I think it must be the > players coordinate system that needs to be rotated. > > Thanks, > > Wolfgang > > On 09/05/07, Minh <[EMAIL PROTECTED]> wrote: >> >> -- >> [ Picked text/plain from multipart/alternative ] >> Yes, this is possible. You need to go to "player_command.cpp" and edit >> >> CPlayerMove::SetupMove >> >> Also, on the client side, you need to edit "prediction.cpp" and find the >> corresponding function >> >> CPrediction::SetupMove >> >> >> These two functions handle player input and you can arbitrarily set the >> player's angles by ignoring the player input and forcing the angle to >> whatever you want. >> >> >> >> ----- Original Message ----- >> From: "Christian Wolfgang" <[EMAIL PROTECTED]> >> To: <[email protected]> >> Sent: Wednesday, May 09, 2007 12:40 AM >> Subject: [hlcoders] Rotating a player >> >> >> > -- >> > [ Picked text/plain from multipart/alternative ] >> > Hi. >> > >> > Is it possible to rotate a player in-game arbitrarily? And is it >> possible >> > to >> > have the mouse direction rotated as well? I've been trying to use >> > SetAbsAngles, but it has no effect on players. >> > >> > Thanks, >> > >> > Wolfgang >> > -- >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> -- >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

