get ground Z from an origin
I don't know how to phrase the title correctly, so im going to explain my problem here.
Basically i just wanna make a function that spreads flame in random coordinate in the spesific radius. I managed to do that, but the problem is that, if the flame spreads on air, the "fire" sprites are also floating on air, to fix this, i think im going to modify the sprite's origin so that it will show the sprites on the ground. (The x and y axis is fine, just need to modify the z axis) So, my question is that how do i get from a normal origin to the new origin that is actually placed on the ground. I think it's like "EngFunc_DropToFloor" but for an origin instead of an entity This is the actual code Code:
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Re: get ground Z from an origin
What you will need is EngFunc_TraceLine. Subtracting 9999 from the start position z axis you'll get the end position. Trace a line using those positions and get the result of TR_vecEndPos.
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Re: get ground Z from an origin
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