In our case I carefully worked out the required velocities and amount of time and worked with our animator to make it all fit. So yes, fixed velocity for a fixed amount of time would be the way to go.
Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Psy_Commando Gesendet: Donnerstag, 27. Oktober 2011 18:19 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] problems with Over the shoulder, cover system, climbing system 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 <http://www.youtube.com/watch?feature=player_embedded&v=GFu44oeLYPI> &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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