Trains and Platforms
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- Posts: 336
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Trains and Platforms
Is there anything in the QC that tells the player how to move with train and platforms etc, and can that be applied to other things such as spawned entities?
Re: Trains and Platforms
are you talking about when you're standing on a train, you move with it? that's handled completely by the engine.
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- Posts: 336
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Re: Trains and Platforms
Yea that's what I was referring to, but isn't there something I can do in qc, a flag or something to make the engine think that the player should move with it?
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Re: Trains and Platforms
Not sure if I understand what you want. Plats and trains already move any player (any entity actually) on top, and pushes other entities and crush them when blocked. That's what MOVETYPE_PUSH is about.Ghost_Fang wrote:Yea that's what I was referring to, but isn't there something I can do in qc, a flag or something to make the engine think that the player should move with it?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
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- Posts: 336
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Re: Trains and Platforms
Ah, I figured. So theres no way of doing this with SOLID_BSP without MOVETYPE_PUSH without doing a ridiculous touch/think function? I have a some gyro objects that are BSP models and MOVETYPE_TOSS and I just wanted the player to "ride" some of them.
Re: Trains and Platforms
Might try MOVETYPE_FOLLOW, which some engines support. It sticks one entity to another. The ricochet spike tutorial somewhere around here is a good example of that. I don't know how this would interact w/ gyro.Ghost_Fang wrote:Ah, I figured. So theres no way of doing this with SOLID_BSP without MOVETYPE_PUSH without doing a ridiculous touch/think function? I have a some gyro objects that are BSP models and MOVETYPE_TOSS and I just wanted the player to "ride" some of them.