Oh ok, I thought you meant that you somehow put this stuff in the player cmd, lol. Anyways, thanks.
On Mon, Oct 24, 2011 at 5:55 PM, Jan Hartung <jan.hart...@gmx.de> wrote: > During the climb I set the velocities on the x, y and z axis to fixed > values and thus “overwrite” any changes to the velocities any player input > would cause.**** > > ** ** > > Jan**** > > ** ** > > *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: > hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando > *Gesendet:* Montag, 24. Oktober 2011 23:34 > *An:* Discussion of Half-Life Programming > *Betreff:* Re: [hlcoders] problems with Over the shoulder, cover system, > climbing system**** > > ** ** > > Thanks, that sounds good. My first plan was to teleport the player on the > ledge, make him invisible and spawn an animated character climbing with his > damages forwarded to the player, but your method sounds more sensible. > However, what do you mean by "it more or less gets overwritten by the > values needed for tthe climb" ? > > And have you any suggestions for the over the shoulder and cover code ?*** > * > > On Mon, Oct 24, 2011 at 12:30 PM, Jan Hartung <jan.hart...@gmx.de> wrote:* > *** > > Actually I have done that for Action Half-Life 2. The basic idea behind how > it works for us is that I perform the same checks you mentioned and set the > player into wallclimb mode once the checks are passed. While in wallclimb > mode any player input is kind of discarded (it more or less gets overwritten > by the values needed for the climb). That way I move the player bbox up and > on top of the ledge that’s been grabbed. Along with an animation that fits > the player bbox movement it looks and works quite well.**** > > **** > > Jan**** > > **** > > *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: > hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando > *Gesendet:* Sonntag, 23. Oktober 2011 16:50 > *An:* Half-Life Coder > *Betreff:* [hlcoders] problems with Over the shoulder, cover system, > climbing system**** > > **** > > Hi guys, I've got another batch of issues :) > > First, has anyone been able to make proper crosshairs for third person over > the shoulder view ? since the shooting pos is in diagonals from the camera's > perspective, it makes the actual point of impact differ based on distance. I > thought about tracing constantly but it seems a little inefficient to me, is > there a simple way to do this ? > > Next, I'm in the process of creating a cover system, in the style of Mass > Effect and Metal Gear Solid. I'm having problems making the character lean > against a wall. And should I actually rotate the player entity's origin, or > simply animate the turning around, when leaning against a wall? > > Finally, I got a basic ledge climbing code working, but I want to add to it > and do something similar to this: > http://www.youtube.com/watch?feature=player_embedded&v=GFu44oeLYPI > What I'm doing right now is, tracing the player hull 2 times, once above > the player, and once at the top of the ledge, I then evaluate if I have > enough space on the ledge, and just teleport the player into position. > Here's what it looks in action right now : > http://www.youtube.com/watch?v=XiO-GacEBJc > I'd like to have him hold the ledge, but I'm not too sure whats the best > course of action. Anybody done this before ?**** > > > _______________________________________________ > 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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