Try something like:

#define JUMPPAD_V 1200

  Vector    vForward, vRight, vUp;
    pPlayer->EyeVectors( &vForward, &vRight, &vUp );

    Vector vecGo;
    pPlayer->GetVelocity( &vecGo, NULL );

    vecGo += vUp * JUMPPAD_V;

        IPhysicsObject *pObj = this->VPhysicsGetObject();
    if( pObj)
    {
       pObj->Wake();
        pPhysicsObject->AddVelocity( &velGo, NULL );
       }




On Tue, May 27, 2008 at 10:46 AM, Tom Leighton <[EMAIL PROTECTED]>
wrote:

> IPhysicsObject *pPhys = pPlayer->VPhysicsGetObject();
>
> There you have your physics object :P
>
> mastersmith98 wrote:
> > I looked at the TriggerPush code and I've picked up two things from it.
> >
> > 1. I should convert the player pointer to a vphysics object or
> > 2, I should I give up hope completely (:P)
> >
> > now I did find out something interesting. just for the heck of it, I made
> a
> > mock up weapon and placed pPlayer->setAbsVelocity(
> pPlayer->GetAbsVelocity()
> > * 40 ); in the primary attack
> > function, and to my surprise it flung the player forward. maybe it works
> > because the code is being replicated to the client?
> >
> > I also tried adding pPlayer->setGroundEntity( NULL ); into my jump pad
> code
> > and that didn't work either.
> >
> > --------------------------------------------------
> > From: "Garry Newman" <[EMAIL PROTECTED]>
> > Sent: Monday, May 26, 2008 3:01 PM
> > To: "Discussion of Half-Life Programming" <
> [email protected]>
> > Subject: Re: [hlcoders] Changing the players Velocity?
> >
> >
> >> I think all you need to do is remove the ground entity. I can't
> >> remember the exact function - but have a look at how it makes the
> >> player jump - should be in there.
> >>
> >> garry
> >>
> >> On Mon, May 26, 2008 at 6:46 PM, mastersmith98 <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>> Unfortunately, it still doesn't work : /
> >>>
> >>> here's the new code for it.
> >>>
> >>> void CJumpPad::PlayerTouch( CBaseEntity *pOther )
> >>> {
> >>>        if( !pOther->IsPlayer() )
> >>>                return;
> >>>
> >>>        CBasePlayer *pPlayer = (CBasePlayer* )pOther;
> >>>
> >>>        if( pPlayer == NULL )
> >>>                return;
> >>>
> >>>        Msg("just checking");
> >>>
> >>>        Vector vecJump = GetTouchTrace().plane.normal;
> >>>        vecJump.Negate();
> >>>        pPlayer->SetAbsVelocity( vecJump * 40 );
> >>>
> >>>        QAngle angFacing;
> >>>        VectorAngles( pPlayer->GetAbsVelocity(), angFacing );
> >>>        pPlayer->SetAbsAngles( angFacing );
> >>> }
> >>>
> >>> --------------------------------------------------
> >>> From: "Steve Henderson" <[EMAIL PROTECTED]>
> >>> Sent: Monday, May 26, 2008 12:40 AM
> >>> To: "Discussion of Half-Life Programming"
> >>> <[email protected]>
> >>> Subject: Re: [hlcoders] Changing the players Velocity?
> >>>
> >>>
> >>>> Try changing the player's heading to match the movement vector:
> >>>>
> >>>> Add this after your set velocity code:
> >>>>
> >>>> Vector velFacing = GetAbsVelocity();
> >>>> QAngle angFacing;
> >>>> VectorAngles( velFacing, angFacing );
> >>>> SetAbsAngles( angFacing );
> >>>>
> >>>>
> >>>>
> >>>>
> >>>> On Mon, May 26, 2008 at 3:19 AM, mastersmith98 <[EMAIL PROTECTED]
> >
> >>>> wrote:
> >>>>
> >>>>
> >>>>> I'm working on a model based jump pad which uses the touch function
> to
> >>>>> find
> >>>>> out if the player is touching it and then fling them up into the air.
> >>>>> Although the jump pad collides with the player, it can't change the
> >>>>> player's
> >>>>> velocity.
> >>>>>
> >>>>> here's the code for it.
> >>>>>
> >>>>> void CJumpPad::PlayerTouch( CBaseEntity *pOther )
> >>>>>
> >>>>> {
> >>>>>
> >>>>> if( !pOther->IsPlayer() )
> >>>>>
> >>>>> return;
> >>>>>
> >>>>> CBasePlayer *pPlayer = (CBasePlayer* )pOther;
> >>>>>
> >>>>> Vector vecJump = GetTouchTrace().plane.normal;
> >>>>>
> >>>>> vecJump.Negate();
> >>>>>
> >>>>> pPlayer->SetAbsVelocity(  44 * vecJump );
> >>>>>
> >>>>> }
> >>>>> _______________________________________________
> >>>>> 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
> >>
> >>
> >>
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
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>
>
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