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Mugen Wizardry
User Banned
Posted: 28th Jul 2010 15:28
how would i do
this?

thanks, hawkblood!

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Mugen Wizardry
User Banned
Posted: 28th Jul 2010 15:42 Edited at: 28th Jul 2010 15:43
alright.
here's the old code.
all's i need is
to stop going though
walls and the floor
and make it so
the player either falls
off the loop when
at the top or
when the player has
speed, then determine
which way to run
down the loop



thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 15:46
Play with this:

Just in case you don't know, "normal" values range between -1 and 1. This is the same result if you take the cosine of any value between -90 and 90.
The 0.707 is the cos(45). So if the angle between the "wall" and the player is greater than 45degrees, he shouldn't be able to go up. Of course, it also might stop him from going down if those same angles exist.... ?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 15:58
here's what I have.
It detects collision
BUT the prob..
it doesnt when
it hit a
wall, it doesnt
stop it from
moving.



thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 16:03
Your only checking the player's "down" angle. You need to check the forward direction as well.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:05
what line?
there's so many
downs.

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 16:18

You need to do something like this:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:21 Edited at: 28th Jul 2010 16:21
ok, now the
player is falling
through the floor

thanks,hawkblood!

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 16:24
You didn't replace your code did you? You were just supposed to add what I gave you to your Player() function.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:29
here's what i
have



its still falling
through wall/floor

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 16:33
I'm trying not to screw you up. Here's the entire Player() function with my addition:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:37
ok, now the
player isnt rotating
on the loop

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Hawkblood
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Posted: 28th Jul 2010 16:41
Try changing the 0.707 to 0.9
Let me know what hapens.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:44 Edited at: 28th Jul 2010 16:46
still not rotating.
the prob is
it cant be
a number that
is constant
because i have
different levels
with different
loops

0.9 makes
the player slide
down the loop
i think

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 16:48
I changed a few things in the wall check section:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:53
he goes around
the loop
and slowly slides
down the loop
and rotates on
the loop
but there is
1 more problem
look at the
attached pic
thanks,hawkblood!

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Hawkblood
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Posted: 28th Jul 2010 16:55
What's he doing? Is he riding up the wall?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:56
i think so
when ever i
try to make
him fall off
the loop on
the sides,
he attaches
to the wall

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Hawkblood
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Posted: 28th Jul 2010 16:58

That's funny! Rem out my code and see if that still hapens.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 16:59
it was doing
that to begin
with
thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Mugen Wizardry
User Banned
Posted: 28th Jul 2010 17:03
fixed it.
i think
NOW the prob
is he's kinda
glitchy on his
rotation when
falling off the
side of the
loop

fix:


code:

thanks,hawkblood!

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: 28th Jul 2010 17:05
Ok. So it's not my code that does that.... Let me see.....
My first thought is to take out the "wall" part of the loop and make it a seperate object. Only do:

on the loop part and have a seperate collision detection for the ground and walls. That collision detection will be easier to code than what we've been trying.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 17:07 Edited at: 28th Jul 2010 17:07
well the thing
is.
my level has
the halfpipe
attached to it.
so i need
a way to
shoot a ray
at the wall
and detect collision
that way
thanks,hawkblood!

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 17:09
So you can't detach it? What did you use to make it?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 17:12 Edited at: 28th Jul 2010 17:12
for my original
level, i used
fragmotion
i got the
test level
and the original
code
from baxslash
no,i can't
detach it
thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 17:14
Can you not go back into Fragmotion and seperate the loop from the rest of the scene?

I have to do some actual work now before I get fired.... I'll pick this back up later.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 17:15 Edited at: 28th Jul 2010 17:16
nope.
it's all 1
mesh
the level is
way too big
to edit.
thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 19:47
In 3DSMax you can highlight faces of an object and detach them from the main mesh as a seperate object. If you could do that with Fragmotion, you would have to export the main part of the scene as one file and the loops as another. If you can't do that in Fragmotion, what formats can you export to? Can you export in .x or .3ds ? .3ds is prefered.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 20:14
well, the thing
is most of
my levels are
all 1 big
object.
the game is
huge.
i just use
loop as test
is there any
way to cheat
the system?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 28th Jul 2010 23:07
The best way I know is to make a seperate object for the loops or half-pipes or anything you are wanting to use the curvy collisions on and do normal sliding collision on all the others. I'm home now so I'll look at the code you have now. If you have anything more current than the last one posted, please post that.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 28th Jul 2010 23:29
i do not
thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 29th Jul 2010 00:04
I got what we have on the board and modifying it now. Having positive results so far. Still climbs up wall though.

The fastest code is the code never written.
Hawkblood
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Posted: 29th Jul 2010 00:25
By Jove I think we've to it!!! Now we need to work on gravity and speed.


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 00:49 Edited at: 29th Jul 2010 00:50
it works, but
he's kinda shakey,
when you fall
off the sides
thanks,hawkblood!

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: 29th Jul 2010 01:11
Yea... If your going fast enough, you don't notice it. I'm sure your players will be required to go fast to get around the loop. Right now the dummy is moving only when we push a key and doesn't fall if going too slow on the loop. That's the next thing we will fix. I made it possible to have loops at 0,90,180, and 270:


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 01:17
thanks,hawkblood
lemme know when
you have an
update

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 29th Jul 2010 01:25
What is the purpose of :


The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 01:29
it moves the
player with
"w"
thanks,hawkblood!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 29th Jul 2010 01:42
It seems to adjust the player's position to keep him on the track.... Do you actually want to hold the player on the track?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 01:46
i want it
so that the
player doesnt
"freak out"
so when he
falls off the
side, he rotates
to 0,0,0
so basically
it appears
as if he
falls off
the side

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: 29th Jul 2010 05:36
Check this out:

It's a little messy, but it gets the job done. Try it out at 0deg, 90deg, 180deg, and 270deg.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 14:00
he can go
through wall
still sometimes
but it IS
good

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 29th Jul 2010 15:16
What conditions exist when he goes thru walls?

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 15:23
he goes fast
REAL fast
and the collision
doesnt allow him
to go BY
the wall
it allows
him to get
SORTA close
to the wall

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Mugen Wizardry
User Banned
Posted: 29th Jul 2010 16:00
more info?

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Hawkblood
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Posted: 29th Jul 2010 16:01
SORTA close to the wall can be adjusted. In the "Do wall check" section, the :
move object 2,Speed#+height
and
move object 2,-(Speed#+height)
It's the "height" value that's going to cause him to only be SORTA close. If you want him to be able to smack his face on the wall, change the height value to height/3 or height/6 or height/4.5 .....
How fast is REAL FAST? I found that the max speed he can go and still loop without breaking thru is 68.6..... That's freakin FAST! That's 246.96 ft/sec or 168.38 MPH!!!!! FREAKIN FAST. You could slow him down to whatever speed you think is good. If the player can't get to at least 41.4, then he won't make it around the loop without falling-- 149.04f/s or 101.62MPH. He can be going any speed from 0-68.6 without breaking the game "physics".

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 16:07
ok.
well the way
the player is
supposed to move
is he slowly
speeds up,
reaches a top
speed, and
slows down if
no button is
held.

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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Hawkblood
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Posted: 29th Jul 2010 16:15
Well, change the
inc Speed#
to
inc Speed#,0.1 or 0.5 or whatever.....
In the demo "loop.dbo", your start position will not be far enough back to get you up to "looping" speed before you hit the ramp with 0.1 or 0.5.... That's not a problem for the actual game though.

BTW, I want to see the finished product when you get it done.

The fastest code is the code never written.
Mugen Wizardry
User Banned
Posted: 29th Jul 2010 16:29
ok now.
how do i
make the player
gradually slow
down?

i got
top speed
to work
thanks,hawkblood!

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: 29th Jul 2010 16:38
dec Speed#,0.1 or 0.2 or 0.3...... or whatever.

The fastest code is the code never written.

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