Couple of questions (auto aim, collision detection)
Posted: Thu Feb 28, 2008 10:42 pm
Posting another few questions here since it seems to be the best place to ask questions about anything code related to quake I'm a bit of a noob when it comes to programming (slowly teaching myself) and I've been trying to understand how the PF_aim function works in pr_cmds.c
What I want to change, if this is the right function, is to enable auto aim for the horizontel axis which already works for the vertical axis. Now I noticed a function below that one called PF_changeyaw, and one below that ifdef'd out, PF_changepitch. At first glance that seems related to it? But I'd just like to make sure it isn't so I don't trial and error for a week just to find out it isn't related
Note, I don't mind breaking compatability with quake since I'm doing this for my own total conversion using quake as its base, but keeping compatability would be nice Reason I want full auto aim functionality is because the platform I'm working on is the PSP
Now for the collision detection question.
Would it be possible to modifiy the quake engine to use per poly collision detection for players and enemies, for weapon attacks (and not the world, don't think thats possible or wise ) ?
One last one I'll sneak in here.
Any idea how I'll be able to make the view model face the direction of the auto aimed target, so it looks more realistic instead of the bullets and nails etc. veering off at an odd angle compared to the guns actual direction?
This place rocks. Thanks for reading this far.
What I want to change, if this is the right function, is to enable auto aim for the horizontel axis which already works for the vertical axis. Now I noticed a function below that one called PF_changeyaw, and one below that ifdef'd out, PF_changepitch. At first glance that seems related to it? But I'd just like to make sure it isn't so I don't trial and error for a week just to find out it isn't related
Note, I don't mind breaking compatability with quake since I'm doing this for my own total conversion using quake as its base, but keeping compatability would be nice Reason I want full auto aim functionality is because the platform I'm working on is the PSP
Now for the collision detection question.
Would it be possible to modifiy the quake engine to use per poly collision detection for players and enemies, for weapon attacks (and not the world, don't think thats possible or wise ) ?
One last one I'll sneak in here.
Any idea how I'll be able to make the view model face the direction of the auto aimed target, so it looks more realistic instead of the bullets and nails etc. veering off at an odd angle compared to the guns actual direction?
This place rocks. Thanks for reading this far.