*Rotating* Player models.
I have this ts map called ts_realitivity, which is based on that one painting where rooms are dis-oriented, such asyou can be walking normaly in one room, go thru a oddly-positioned door, and then your walking on the celing of a room. There are also chairs mounted to sides of walls, and if you spin your mouse around really quick, you have no idea which wall you are standing on :D :D :D
Anyways, how would you rotate a players model, so that instead of walking like this... Code:
--------------------*Dont blame me for my ghetto ASCII art, thats a guy with a head, body, arms and leg.) to this Code:
--------------------I'd imagine you could do this by setting some vectors, or stuff of the like, but I would think i would have to create entites where walls are that you can run like that or somethin, becuz i dont want people running 'on walls' without a wall being present. I know that this post is confusing, but I can try to elaborate more if you dont know what I mean. |
avelocity.
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im like noob to vectors and such, could you explain?
also note that ive just finished geometry, and im pretty sure vectors are taught in trig. |
change entity's avelocity
and dont tell me how. its all in the inc files |
ok i saw avelocity in the engine .inc, but whats a vector?:shock:
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from somewhere i dont know where but from somewherei recall this vague info...
is a vector basically a direction in degrees, 0-360, where 0 is right and 180 is left? Ok after more searching.... new fVector[3] fVector[0] = 0 fVector[1] = 0 fVector[2] = 90 Would cause the player to rotate 90 degrees along the Z axis? (Im hoping the Z axis, when rotated, gives like a roll effect, like the effect of running against a vertical wall. |
*bump*
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Try it, man. You can experiment, no need to ask every single question until you get the OK from us.
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i did expieriment, it crashses server.
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A vector is an array of [3], which takes float values. Each float value denotes a specific magnitude.
new Float:g_vector[3] [0] = x [1] = y [2] = z Since X Y and Z are map dependent, you cant really predict exactly what will happen in all cases. But generally, x is side to side, y forward and back, z up and down. Simple. |
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