I tried to apply a velocity as long as I haven't reached my position. But
apparently the character never reached the position, and just aply velocity
toward the destination continually :
http://www.youtube.com/watch?v=_yH0uXAUWy4

Any ideas how to determine when I reach my destination position ? Should I
use a fixed time instead ?

On Tue, Oct 25, 2011 at 2:00 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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:
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>>
>> ****
>>
>> ** **
>>
>> _______________________________________________
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>> please visit:
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>>
>>
>>
>
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