Player direction. Author Message
Dampire
Member

 Post: #1 Player direction. How to set precision direction for player, if I have only required direction? For some reason this code doesn't work. Code: `owner().angle.x+=AbsAngleBetween(AbsAngleBetween(owner().matrix().z.xz(), wall_normal.xz());` (This post was last modified: 10-08-2010 08:13 AM by Dampire.)
10-08-2010 08:12 AM
Salival
Member

 Post: #2 RE: Player direction. Do you mean follow the angle of wall or face target? Face current vFacePoint: Code: ```Vec vFacePoint; //Your face point. Flt angle_delta = AngleDelta(owner().angle.x+PI_2, Angle(vFacePoint.xz() - owner().pos().xz())); Flt max_delta = Time.d()*DegToRad(270); Clamp(angle_delta, -max_delta, max_delta); owner().angle.x += angle_delta;``` (This post was last modified: 10-08-2010 09:18 AM by Salival.)
10-08-2010 09:16 AM
Dampire
Member

 Post: #3 RE: Player direction. I mean set direction of the player face to the wall.
10-08-2010 11:48 AM
Dampire
Member

 Post: #4 RE: Player direction. I realized vertical wallrun, but i have troubles with player direction. I can't set direction to the wall.
10-09-2010 05:53 AM
Member

 Post: #5 RE: Player direction. Well the code that Salival has posted should work tho... if u just replace the owner() with your wall code. There is always evil somewhere, you just have to look for it properly.
10-09-2010 01:55 PM
Dampire
Member

 Post: #6 RE: Player direction. I modified the code for my needs. Code: ```Vec nFacePoint; nFacePoint = owner().pos() + (-wall_normal); Flt angle_delta =      AngleDelta(owner().angle.x+PI_2, Angle(nFacePoint.xz() - owner().pos().xz())); Flt max_delta = Time.d()*DegToRad(90); Clamp(angle_delta, -max_delta, max_delta); owner().angle.x+=angle_delta;``` Thanks for help. (This post was last modified: 10-10-2010 06:45 AM by Dampire.)
10-10-2010 06:41 AM
Arikin
Member

 Post: #7 RE: Player direction. What about facing up and down? Rotation around y axis? I tried some combinations of this code but still doesn't work. Anyone help?
10-24-2010 02:19 PM
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