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Mugen Wizardry
User Banned
Posted: 27th Jul 2010 17:22
ok, its getting there.

he still climbs up straight walls

BUT he comes back down

He shouldn't be able to climb straight walls at all UNLESS on a half-pipe loop that has a wall embedded on it

he still bounces when still

and finally, still flies off when moving off the loop

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Hawkblood
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Posted: 27th Jul 2010 17:28
Ok. Still dealing with the bouncing:

You'll notice the gravity#=Collide# part. I want to know the value. You'll see it on the screen
text 10,190,"coll:"+str$(coll)+":"+"gravity:"+str$(gravity#)

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 17:33
gravity:1

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Hawkblood
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Posted: 27th Jul 2010 17:35
Sorry, change that line to:
gravity#=SC_collisindistance()
I think that's what the command is.... it's something like that.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 18:06
it returns a 0

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Hawkblood
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Posted: 27th Jul 2010 18:11
Allways? That's odd.... Maybe the SC_Raycast() doesn't populate that with the distance. We may have to go with another method for collision detection. Make sure it's actually giving the value. Change that line to read:
gravity#=SC_collisiondistance()+1000 `just doing this so that you can see the value

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 18:18
global gravity#

gravity#=SC_getcollisiondistance()+1000

still 0

thanks, hawkblood!

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Hawkblood
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Posted: 27th Jul 2010 18:21
Something is changing the value of gravity# besides what we want. Hunt it down and rem it out. That variable is not used for anything right now (except for a test variable).

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 18:23
i have a feeling
it's inc Falling#

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Hawkblood
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Posted: 27th Jul 2010 18:26
Post all your code so far. I'm sure that Falling# has no effect on gravity#. Somewhere in your code gravity# is set to 0.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 18:39


CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Hawkblood
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Posted: 27th Jul 2010 19:16
Sorry for the delay-- had to get some work done at work. Try this code: (just replace everything)


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 19:21
still bouncing around

but gravity >0

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 27th Jul 2010 19:27
Ok. That's what I was expecting. From now on, I'll post the entire code for you when I update it and you do the same. Here's the new one:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 19:35
still the same probs

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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Hawkblood
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Posted: 27th Jul 2010 19:48
This is kinda like shooting a gun at a target with a blindfold on and having an assistant tell me how far off I am after each shot . Try this:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 19:58
same thing

O.o

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Hawkblood
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Posted: 27th Jul 2010 20:02
Is the test# giving you the same number or is it bouncing around?

The fastest code is the code never written.
Hawkblood
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Posted: 27th Jul 2010 20:04
I think I found it. I had something left over from a copy. Here is the newest update:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 20:17
ok, MUCH better.

gravity works.

but ur still able to
go through the floor sometimes

u can still climb a straight wall
even if it isnt attached to
the loop's half pipe

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Hawkblood
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Posted: 27th Jul 2010 20:19
One thing at a time.... What conditions exist when you fall thru the floor? Is it when you fall off the loop?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 20:40
whenever the player is rotated
when on the loop, then
gets off the loop at
a different rotation.

OR when the player
goes around the loop
SO fast, that he flies
through the floor
at a different rotation

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 27th Jul 2010 20:51
The first part can be fixed. Here is the new code:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 20:58
still doing it

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Hawkblood
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Posted: 27th Jul 2010 21:02
Ok. Trying something different:


The fastest code is the code never written.
Mugen Wizardry
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Posted: 27th Jul 2010 21:07
player still climbs wall
he has to climb
only when the wall
is attached to
the loop
the player has a
small rotation problem when
falling off the loop
but the falling off
loop part seems to
be fixed

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Hawkblood
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Posted: 27th Jul 2010 21:20
Now for the wall climbing part....

Could you clean up the indentions for me.... The editor I'm using sucks.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 21:51
ok, he's not climbing up
the wall.
but he IS falling
through it

as for indentations
i have no idea
how

i'm still learning

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 27th Jul 2010 21:57

If there is something inside an IF statement or some kind of loop, go 1 [TAB] inside. That way it's easier to read.

Here's more code:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:01
still falls



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Hawkblood
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Posted: 27th Jul 2010 22:14
Check out the indention in GoTruckGo()

I didn't want to do it this way, but I think it will stop you from going thru and falling.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:20
still going thru
wall
NOT falling through
floor when going
through wall on
the loop

but when going through
straight wall,
falling through
floor

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 27th Jul 2010 22:27
Don't know if this will help, but I found a problem in my code. Test this out:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:31
still going through wall.

still going through loop
wall.

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Hawkblood
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Posted: 27th Jul 2010 22:35
Give me a few hours. I'll be home in about 3hrs. I'll test it then and maybe I'll be able to figure it out.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:40
ok

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Hawkblood
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Posted: 27th Jul 2010 22:40
I think this might work.... Looking over the code, it seems that when a wall was hit, it would go double-speed and shoot past the collision. I think I fixed it.


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:42
now moving is completely
screwed

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Hawkblood
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Posted: 27th Jul 2010 22:44
Ooops. How? What's it doing?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:46
its waiting for a
certain value on
the test variable
then moving all weird
like it stops,
then goes a few
yards, then stops
and repeat

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Hawkblood
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Posted: 27th Jul 2010 22:47

Found another flaw.

The fastest code is the code never written.
Mugen Wizardry
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Posted: 27th Jul 2010 22:53
now the player walks
like a duck

and doesnt slowly
speed up, then
slow down

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Hawkblood
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Posted: 27th Jul 2010 22:56
That's kinda funny.... Does it wabble side-to-side or for-to-back?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 22:56
back and forth

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Hawkblood
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Posted: 27th Jul 2010 23:00
Post what you have so I can pick it up at home. It will be about 2hrs at least before I can reply.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 27th Jul 2010 23:08


CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Hawkblood
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Posted: 28th Jul 2010 03:54
I've done so much with this, from testing new stuff to..... all kinds of crap. This is what I have.... I can't seem to make it work both ways. And if you fall, it screws it all up.... sometimes. You can use this method if you make it ONLY possible to go one way around the loop. Maybe make a ramp at the end so the player can't try to go the other way. Kill the player if they fall off. Well as crappy as it is, here's the code:

Sorry I am not as good as I thought I was with this. Rotations in DBP/DX are tricky at best and we are trying to do the hardest thing you can do with that system. If it's possible at all, I don't know how to do it with collisions as a base. Perhapse you can have better luck by making the player go around a pivot point in the center of the loop...?? Use the angle from that point to calculate the object's orientation.

Take a look at this code for instance:

No matter which direction it faces the "turn object" commands are all local to it's CURRENT orientation. Even the "pitch object" commands are local. Perhapse you can figure a way to make it work only using pitch,turn, and roll commands, but I couldn't get it to work right when it took a collision calculation...
I'm all out of ideas here. Once again, I'm sorry I couldn't get it to work perfectly. I have other projects I've put on the back-burner to help you and now I have to get back to them..... Good Luck, friend.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 04:15
or u can cheat
and set the gravity
to a level JUST
high enough to jump
but heavy enough not
to climb the wall
unless at a certain
speed

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 04:22
see, well the thing is.
I wasnt having problems
with the REAL old
code the loop part
anyway
i was having problems
with going through stuff
and up solid walls
without half pipes
on them

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 15:23
Then using the SC_collisionnormalY() command to test if the wall's angle is too steep is the best approach I know.

The fastest code is the code never written.

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