I started to re-write Quake's player animation code today (to be easier expanded and understood easier), and so far it's going great.
But, now I have come across a couple of roadblocks...
1). I need some help of figuring out how the make it so that if the player's velocity is 0, and the run ...
Search found 170 matches
- Wed Nov 09, 2011 1:12 am
- Forum: QuakeC Programming
- Topic: Rewriting Quake's player animation code..
- Replies: 4
- Views: 2312
- Mon Oct 24, 2011 3:22 am
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Re: Limiting a vector?
Just took a look at it after I read this, didn't see anything new except for a change in the ball's velocity based on the skill..qbism wrote:Have you looked at vore ball code?
EDIT: Anyone have any ideas on doing this? I still haven't got it working..
- Sun Oct 23, 2011 6:05 pm
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Re: Limiting a vector?
I'm still getting the same results as with the other solutions;
the rocket fires, goes straight, then last minute, it makes a sharp turn, then hits the enemy.
I'm trying to do something like this;
vector newdir;
float maxdir;
maxdir = some number;
if the angles of the newdir are > than the maximum ...
the rocket fires, goes straight, then last minute, it makes a sharp turn, then hits the enemy.
I'm trying to do something like this;
vector newdir;
float maxdir;
maxdir = some number;
if the angles of the newdir are > than the maximum ...
- Sat Oct 22, 2011 6:04 pm
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Re: Limiting a vector?
I have a heat seeker missile in one of my unfinished mods that turns slowly towards the enemy, while accelerating. Here's the code:
It works, but I've been trying all morning to get it to not accelerate, just slowly change angles, but to no avail.. :(
Basically, all I'm trying to get it to do ...
It works, but I've been trying all morning to get it to not accelerate, just slowly change angles, but to no avail.. :(
Basically, all I'm trying to get it to do ...
- Sat Oct 22, 2011 5:42 am
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Re: Limiting a vector?
New direction should be the old direction plus some fraction of the current direction to target. This might do it:
dir = normalize(normalize(self.velocity) + 0.2*normalize(vtemp - self.origin));
I don't know if it's the most efficient way.
We're getting there.. It works, but for some reason ...
dir = normalize(normalize(self.velocity) + 0.2*normalize(vtemp - self.origin));
I don't know if it's the most efficient way.
We're getting there.. It works, but for some reason ...
- Sat Oct 22, 2011 1:25 am
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Re: Limiting a vector?
I gave it a shot anyway, just to see what it would do... For some reason the rockets didn't home in on ANY enemies with that.andrewj wrote:Code: Select all
self.velocity = self.velocity + dir * 25
- Fri Oct 21, 2011 2:28 am
- Forum: QuakeC Programming
- Topic: Limiting a vector?
- Replies: 11
- Views: 2836
Limiting a vector?
Using this tutorial: http://inside3d.com/showtutorial.php?id=44 (a modified version anyway), is there a way to limit how much the projectile can alter it's angles when it homes in on an enemy?
IE: the rocket sees a target, but can't do a compete 180 degree turn to get to it, it will only be able to ...
IE: the rocket sees a target, but can't do a compete 180 degree turn to get to it, it will only be able to ...
- Thu Oct 20, 2011 12:06 am
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 2519
Re: Reversing the angles of an entity
I'll give it a shot. Thanks. 
EDIT:
It works like what I needed. Thank you.
EDIT:
It works like what I needed. Thank you.
- Tue Oct 18, 2011 10:33 pm
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 2519
Re: Reversing the angles of an entity
But that won't alter the angles so that the projectile flies in the path that I described...r00k wrote:ent.movetype |= MOVETYPE_BOUNCE ?
- Tue Oct 18, 2011 9:56 pm
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 2519
Re: Reversing the angles of an entity
Ok, now I would like to expand upon this a little bit...
http://img11.imageshack.us/img11/4697/3dwalls.jpg
Lets say the projectile flies at wall "A" from location 1.
How would I alter the angles of the projectile so that after it hits wall "A", it flies towards wall "B", and then when it hits ...
http://img11.imageshack.us/img11/4697/3dwalls.jpg
Lets say the projectile flies at wall "A" from location 1.
How would I alter the angles of the projectile so that after it hits wall "A", it flies towards wall "B", and then when it hits ...
- Fri Oct 07, 2011 7:33 pm
- Forum: QuakeC Programming
- Topic: Reading Strings One Letter at a Time?
- Replies: 3
- Views: 1533
Re: Reading Strings One Letter at a Time?
Yes, I plan on saving stats such as weapons that the player has unlocked, and experience points, encrypting them, and saving them using FRIK_FILE.
- Fri Oct 07, 2011 3:22 am
- Forum: QuakeC Programming
- Topic: Reading Strings One Letter at a Time?
- Replies: 3
- Views: 1533
Reading Strings One Letter at a Time?
Is there a way to read a string one character or letter at a time? And, the same but for writing a string?
I'm working on a way to encrypt a player's stats, but I need to be able to encrypt each individual letter of a stat string.
I'm working on a way to encrypt a player's stats, but I need to be able to encrypt each individual letter of a stat string.
- Mon Oct 03, 2011 8:08 pm
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 2254
Re: Changing the pitch of a sound through QC?
void(entity e, float chan, string samp, float vol, float atten, float speedpct) soundpitch = #8;
identical to existing sound builtin. using random(80,120) or so gives a reasonable range to stop sounds from being quite so monotonous. and because its the same builtin number, its generally safe to ...
identical to existing sound builtin. using random(80,120) or so gives a reasonable range to stop sounds from being quite so monotonous. and because its the same builtin number, its generally safe to ...
- Sun Oct 02, 2011 1:25 am
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 2254
Changing the pitch of a sound through QC?
Is there a way to change the pitch of a sound that is being played through qc?
Sort of like the voicepitch for bots in CS:S, but I had another use in mind for it.
Sort of like the voicepitch for bots in CS:S, but I had another use in mind for it.
- Wed Sep 28, 2011 1:33 pm
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 2519
Re: Reversing the angles of an entity
Alright, thanks guys. 