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[ Picked text/plain from multipart/alternative ]
Thanks!

It is not axis aligned movement, but i'll give it a try.

Thank you for the help,

Wolfgang

On 09/05/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> What may help you with that is changing the view vectors (i.e. what is
> forward, up, and right).
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Wednesday, May 09, 2007 1:23 PM
> To: [email protected]
> Subject: Re: [hlcoders] Rotating a player
>
> 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
> >> > --
> >> >
> >> > _______________________________________________
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> >> > please visit:
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> >> >
> >> >
> >>
> >> --
> >>
> >> _______________________________________________
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> >>
> >>
> > --
> >
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> >
> >
> >
>
>
>
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