problem with my ladder
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problem with my ladder
hello forum, I'm trying to make my own ladder (almost a clone of quoth). And so far the ladder works quite well. But I have a small problem, when I press the buttons strafe left or strafe right, the player up or down the ladder as if he were pressing forward or backward buttons.
Here you can see a piece of code in playerprethink
playerprethink uses "makevectors (self.v_angle);" but I see that "up = normalize (self.velocity) * v_forward," does not detect if I press "forward" or "backward" only works with the player's angles. Is there any way that the game knows if I press the button "forward" or "backward" than the "strafe left" or "strafe right "?? What solution or suggestion can you give me ? Thanks in advanece
PD = i am not using darkplaces, so i cant use "movement"
Here you can see a piece of code in playerprethink
- Code: Select all
if (self.velocity)
{
local float up;
up = normalize(self.velocity) * v_forward;
if (up > 0)
{
if (self.angles_x > 10)
{
self.velocity = '0 0 160';
}
if (self.angles_x < 10)
{
self.velocity = '0 0 -80';
}
}
if (up < 0)
{
if (self.angles_x > 10)
{
self.velocity = '0 0 -160';
}
if (self.angles_x < 10)
{
self.velocity = '0 0 80';
}
}
}
playerprethink uses "makevectors (self.v_angle);" but I see that "up = normalize (self.velocity) * v_forward," does not detect if I press "forward" or "backward" only works with the player's angles. Is there any way that the game knows if I press the button "forward" or "backward" than the "strafe left" or "strafe right "?? What solution or suggestion can you give me ? Thanks in advanece
PD = i am not using darkplaces, so i cant use "movement"
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: problem with my ladder
I don't claim to know how to solve complaints about how the ExtraR4 ladders work. But want to point out a couple of alternate implementations of ladders :
[ 1) The ladders in Rubicon 2. Although I do not feel those are as intuitive. http://www.celephais.net/levels/files/r ... ec_src.zip I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be. 2) Poking around in Xonotic git repository and see how they do ladders ... http://dev.xonotic.org/projects/3/wiki/Git ... but since you stated you aren't using DarkPlaces I do not believe that'd be an option.]
[ 1) The ladders in Rubicon 2. Although I do not feel those are as intuitive. http://www.celephais.net/levels/files/r ... ec_src.zip I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be. 2) Poking around in Xonotic git repository and see how they do ladders ... http://dev.xonotic.org/projects/3/wiki/Git ... but since you stated you aren't using DarkPlaces I do not believe that'd be an option.]
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: problem with my ladder
Baker wrote:I don't claim to know how to solve complaints about how the ExtraR4 ladders work. But want to point out a couple of alternate implementations of ladders :
[ 1) The ladders in Rubicon 2. Although I do not feel those are as intuitive. http://www.celephais.net/levels/files/r ... ec_src.zip I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be. 2) Poking around in Xonotic git repository and see how they do ladders ... http://dev.xonotic.org/projects/3/wiki/Git ... but since you stated you aren't using DarkPlaces I do not believe that'd be an option.]
Hello Baker, actually my ladder is based a bit on Rubicon 2 ladder code, I just changed the "button2" stuff and deleted other. I am coding my ladder to work on most engines, Darkplaces included.
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: problem with my ladder
Hello Nahuel,
I once had a similar issue like you have now.
You say, that you dont use DP, so the .vector movement is no option (just as you said).
But Spike gave me another way to detect it.
Please read here:
viewtopic.php?f=2&t=4236
I hope this helps you a bit.
Have fun climbing ladders
Best wishes,
Seven
I once had a similar issue like you have now.
You say, that you dont use DP, so the .vector movement is no option (just as you said).
But Spike gave me another way to detect it.
Please read here:
viewtopic.php?f=2&t=4236
I hope this helps you a bit.
Have fun climbing ladders
Best wishes,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: problem with my ladder
thanks Seven, but that does not work. I do not know where is exactly the problem. I guess I should use something other than v_forward (or v_right) * self.velocity.
perhaps using "makevectors (self.angles)" but the truth is that I do not know how.
perhaps using "makevectors (self.angles)" but the truth is that I do not know how.
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: problem with my ladder
Using clip brushes to simulate ladders is an age old trick that works in all engines.
Tbh I think that DP and FTE should be fixed to accept the extras ladder code - it's a problem with their physics.
Tbh I think that DP and FTE should be fixed to accept the extras ladder code - it's a problem with their physics.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: problem with my ladder
Baker wrote:I would assume that Metslime didn't use ExtrasR4 ladders for a reason, but don't claim to know what that would be.
Actually, it's just that i wrote my ladder code a long time ago, before Extras existed. Nothing against the Extras ladder!
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
Re: problem with my ladder
the extra's ladder code a) setorigins the player into solid walls. b) requires that the server ticks over at a fixed and low 20 fps.
putting the player into solid walls is silly, as it'll just be moved out again (potentially jerky even in vanilla). requiring a fixed framerate can also fail with non-default cvar settings even in vanilla engines (and has never been reliable with quakeworld's defaults).
its not bug-free just because it appears to work in winquake. You could fix it with tracebox+frametime checks (I admit that not all engines have tracebox, thus fte's unsticking code is now more aggressive than any other qw engine purely to attempt to work around extras' ladder code).
putting the player into solid walls is silly, as it'll just be moved out again (potentially jerky even in vanilla). requiring a fixed framerate can also fail with non-default cvar settings even in vanilla engines (and has never been reliable with quakeworld's defaults).
its not bug-free just because it appears to work in winquake. You could fix it with tracebox+frametime checks (I admit that not all engines have tracebox, thus fte's unsticking code is now more aggressive than any other qw engine purely to attempt to work around extras' ladder code).
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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