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: >> 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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