Putting player in prone position
by JohnT · in Torque Game Engine · 01/10/2006 (2:34 pm) · 7 replies
I have been stuck for the past week trying to modify the Player so I can face him down on his face so I can create a swimming pose and move him up and down.
Does anyone know the easiest way to do this, I thought I could just do the following in SetPosition and SetRenderPosition but it is causing all kinds of problems with altering the rotation axis from the mouse:
EulerF orient(PI/2, 0, rot.z);
mat.set(orient);
Thanks!
Does anyone know the easiest way to do this, I thought I could just do the following in SetPosition and SetRenderPosition but it is causing all kinds of problems with altering the rotation axis from the mouse:
EulerF orient(PI/2, 0, rot.z);
mat.set(orient);
Thanks!
About the author
#2
already seen them:
adding new positions:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348
adding new positions enhancement:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8593
01/10/2006 (3:11 pm)
I just made a whole seperate set of proneroot, proneside, proneforward, and pronebackward animations. Everything else works the same. I used the following resources which should give you some help if you haven'talready seen them:
adding new positions:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348
adding new positions enhancement:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8593
#3
The only problem is that if I do this on the art side and create the player in the prone position, the arms blend does not work for aiming the weapon and the opponents won't realize that they are being aimed at during network play.
01/10/2006 (3:37 pm)
Actually I tried all these suggetions first.The only problem is that if I do this on the art side and create the player in the prone position, the arms blend does not work for aiming the weapon and the opponents won't realize that they are being aimed at during network play.
#4
01/10/2006 (5:10 pm)
You'll want to make an extra set of arm thread animations to work with the prone position. It works well enough, though we have some issues with the view point going under the terrain.
#5
01/10/2006 (6:42 pm)
Did you ever figure out how to angle the player up and down as they swim up and down?
#6
01/11/2006 (2:18 am)
You will want to look at the fact that the Player object has it's rotation clamped (in pack/unpackUpdate) to the Z axis only. Basically, if you implement the ability to have all three axes of rotation, the rest should be simple.
#7
I have implemeted the x and y axis that were clamped before. What would be the best way to rotate the player in pitch with this implented and should this be done in script or code.
01/11/2006 (8:26 am)
Thanks StephenI have implemeted the x and y axis that were clamped before. What would be the best way to rotate the player in pitch with this implented and should this be done in script or code.
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