How to tell if the player is aiming straight up?
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How to tell if the player is aiming straight up?
How can i tell it the player is aiming straight up?
I've already tried this:
But, sadly it didn't work.
Is there another way to check if the player is aiming up?
Thanks.
I've already tried this:
- Code: Select all
if(pointcontents(self.origin) == CONTENT_SKY)
But, sadly it didn't work.
Is there another way to check if the player is aiming up?
Thanks.
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
maybe use something like this instead?
- Code: Select all
.vector v_angle; // view / targeting angle for players
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
check self.v_angle_z or something.
of course, it'll never be directly upwards, because you can't aim directly upwards in quake - you can normally only aim within 150 degrees.
and even in engines with such cheats enabled, there is always network precision issues, so really the best you can do is within 11 degrees of directly vertical or something clumsy like that.
of course, it'll never be directly upwards, because you can't aim directly upwards in quake - you can normally only aim within 150 degrees.
and even in engines with such cheats enabled, there is always network precision issues, so really the best you can do is within 11 degrees of directly vertical or something clumsy like that.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
v_angle is the one. By default Quake limits the pitch angle to between 80 and -70 degrees, so 80 is straight up. Some engines have relaxed this limitation, so that pitch can go from 90 to -90, and other engines have cvar-ized it, so a player might want to set a cl_maxpitch of 45 for some reason.
The values of cl_maxpitch, cl_fullpitch, pq_fullpitch or whatever cannot be reliably accessed from QC as QC runs on the server and these cvars only exist on the client.
The values of cl_maxpitch, cl_fullpitch, pq_fullpitch or whatever cannot be reliably accessed from QC as QC runs on the server and these cvars only exist on the client.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Spike wrote:check self.v_angle_z or something.
of course, it'll never be directly upwards, because you can't aim directly upwards in quake - you can normally only aim within 150 degrees.
and even in engines with such cheats enabled, there is always network precision issues, so really the best you can do is within 11 degrees of directly vertical or something clumsy like that.
It didn't work. I checked for self.v_angle_z to equal 90 and i tried 150, but maybe i was doing it wrong..
This is how i tested it:
- Code: Select all
if(self.v_angle_z == 90)
centerprint(self, "You're aiming at the ceiling dumbass!\n");
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
Check my post above: 90 is not a valid value in most engines, 80 is the default max pitch. Also bear in mind what Spike said about network precision and 11 degrees or thereabouts. So you should really be checking for > 65 or so.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
1. Positive values of pitch indicate looking downwards. Negative values are for looking up.
2. In default engines, -70 is the highest you can look upwards.
3. With 8-bit angles, the angle is sent over the network to the nearest multiple of 1.4 degrees, so add a margin of error of 1-2 degrees to be safe
4. angles are stored as pitch,yaw,roll i think, so _x is pitch, _y is yaw, and _z is roll -- you will have to check to confirm this.
2. In default engines, -70 is the highest you can look upwards.
3. With 8-bit angles, the angle is sent over the network to the nearest multiple of 1.4 degrees, so add a margin of error of 1-2 degrees to be safe
4. angles are stored as pitch,yaw,roll i think, so _x is pitch, _y is yaw, and _z is roll -- you will have to check to confirm this.
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
metlslime wrote:1. Positive values of pitch indicate looking downwards. Negative values are for looking up.
2. In default engines, -70 is the highest you can look upwards.
3. With 8-bit angles, the angle is sent over the network to the nearest multiple of 1.4 degrees, so add a margin of error of 1-2 degrees to be safe
4. angles are stored as pitch,yaw,roll i think, so _x is pitch, _y is yaw, and _z is roll -- you will have to check to confirm this.
OK, i got it to recognize the angles..now i just have to do some adjusting.
Thanks guys.
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
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