Thanks, I got it almost all working now :)

On Fri, Oct 28, 2011 at 2:49 PM, Jan Hartung <jan.hart...@gmx.de> wrote:

> In our case I carefully worked out the required velocities and amount of
> time and worked with our animator to make it all fit. So yes, fixed
> velocity for a fixed amount of time would be the way to go.****
>
> ** **
>
> Jan****
>
> ** **
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
> *Gesendet:* Donnerstag, 27. Oktober 2011 18:19
>
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] problems with Over the shoulder, cover system,
> climbing system****
>
> ** **
>
> I tried to apply a velocity as long as I haven't reached my position. But
> apparently the character never reached the position, and just aply velocity
> toward the destination continually :
> http://www.youtube.com/watch?v=_yH0uXAUWy4
>
> Any ideas how to determine when I reach my destination position ? Should I
> use a fixed time instead ?****
>
> On Tue, Oct 25, 2011 at 2:00 PM, Psy_Commando <psycomma...@gmail.com>
> wrote:****
>
> Oh ok, I thought you meant that you somehow put this stuff in the player
> cmd, lol. Anyways, thanks.****
>
> ** **
>
> On Mon, Oct 24, 2011 at 5:55 PM, Jan Hartung <jan.hart...@gmx.de> wrote:**
> **
>
> During the climb I set the velocities on the x, y and z axis to fixed
> values and thus “overwrite” any changes to the velocities any player input
> would cause.****
>
>  ****
>
> Jan****
>
>  ****
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
> *Gesendet:* Montag, 24. Oktober 2011 23:34
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] problems with Over the shoulder, cover system,
> climbing system****
>
>  ****
>
> Thanks, that sounds good. My first plan was to teleport the player on the
> ledge, make him invisible and spawn an animated character climbing with his
> damages forwarded to the player, but your method sounds more sensible.
> However, what do you mean by "it more or less gets overwritten by the
> values needed for  tthe climb" ?
>
> And have you any suggestions for the over the shoulder and cover code ?***
> *
>
> On Mon, Oct 24, 2011 at 12:30 PM, Jan Hartung <jan.hart...@gmx.de> wrote:*
> ***
>
> Actually I have done that for Action Half-Life 2. The basic idea behind
> how it works for us is that I perform the same checks you mentioned and set
> the player into wallclimb mode once the checks are passed. While in
> wallclimb mode any player input is kind of discarded (it more or less gets
> overwritten by the values needed for the climb). That way I move the player
> bbox up and on top of the ledge that’s been grabbed. Along with an
> animation that fits the player bbox movement it looks and works quite well.
> ****
>
>  ****
>
> Jan****
>
>  ****
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Psy_Commando
> *Gesendet:* Sonntag, 23. Oktober 2011 16:50
> *An:* Half-Life Coder
> *Betreff:* [hlcoders] problems with Over the shoulder, cover system,
> climbing system****
>
>  ****
>
> Hi guys, I've got another batch of issues :)
>
> First, has anyone been able to make proper crosshairs for third person
> over the shoulder view ? since the shooting pos is in diagonals from the
> camera's perspective, it makes the actual point of impact differ based on
> distance. I thought about tracing constantly but it seems a little
> inefficient to me, is there a simple way to do this ?
>
> Next, I'm in the process of creating a cover system, in the style of Mass
> Effect and Metal Gear Solid. I'm having problems making the character lean
> against a wall. And should I actually rotate the player entity's origin, or
> simply animate the turning around, when leaning against a wall?
>
> Finally, I got a basic ledge climbing code working, but I want to add to
> it and do something similar to this:
> http://www.youtube.com/watch?feature=player_embedded&v=GFu44oeLYPI
> What I'm doing right now is, tracing the player hull 2 times, once above
> the player, and once at the top of the ledge, I then evaluate if I have
> enough space on the ledge, and just teleport the player into position.
> Here's what it looks in action right now :
> http://www.youtube.com/watch?v=XiO-GacEBJc
> I'd like to have him hold the ledge, but I'm not too sure whats the best
> course of action. Anybody done this before ?****
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders****
>
>  ****
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ****
>
> ** **
>
> ** **
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to