Tremulous Forum
Mods => Modding Center => Topic started by: /dev/humancontroller on July 13, 2007, 08:23:54 am
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The problem is that if you are wallwalking on a wall and detach (unwallwalk or jump off), your view changes to an utter direction. Although pros are used to this, it's not good. Whenever you are wallwalking and looking in a specific direction, such as a jetpacking human's head, detaching from a wall should keep that direction.
The Pmove code should contain this, OR it could be made as a client side addon.
Concrete code when detaching from a wall:
// oh shit jetnoob alert!
// first we get the aiming direction:
vec3_t forward; // temp vector
AngleVectors( ps->viewangles, forward, NULL, NULL );
// forward now points from my view to the jetpacker's head
// ok, detach ... where did the jet guy go? i was aiming at him!
// the directions are fucked up, so get new angles that
// point to the jettard's head, and have 0 roll:
vectoangles( forward, ps->viewangles );
// BOOM HEADSHOT !!!!!!!!!!
When this is done, remove the then-redunant SS_WALLCLIMBINGCEILING?
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you should respect cg_wwsmoothtime
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or he could just stop posting code randomly around the forum hoping that people will look up to him.
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you should respect cg_wwsmoothtime
So I can see the declination in slow motion? lol, no.
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or he could just stop posting code randomly around the forum hoping that people will look up to him.
some attitude. u cnt hold ur tongue? zoWTF do u xpekht me 2 do? say t I hev propor code 'n' u al can KMA?!!1
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/dev/null(humancontroller), I may be wrong, but if you post codes in the Bugzilla, chances of it being used to something are higher (unless you don't want them to be used for something, and want only to learn how to improve the aimbot). There's also a Patch Tracker on the MG site.
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you should respect cg_wwsmoothtime
So I can see the declination in slow motion? lol, no.
you should keep the angle the same, but change the roll slowly instead of instantly
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you should keep the angle the same, but change the roll slowly instead of instantly
I know what you mean, that is what I mean too, but I provided the code, because the viewangles aren't stored obviously. They're offsets from your current surface(normal), which is why jumping off from a wall will not change your view direction directly, but because of the change of the surface(normal).
So yes, by all means transition slowly from one view to the other, using the cg_wwsmoothtime value.
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In response to the topic, just give the dretch wings and your problem evaporates.
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http://rapidshare.com/files/42745215/jettard.dm_69.html
wanna give headshot, then i detach, and my view autofucks
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/dev/null(humancontroller), I may be wrong, but if you post codes in the Bugzilla, chances of it being used to something are higher (unless you don't want them to be used for something, and want only to learn how to improve the aimbot). There's also a Patch Tracker on the MG site.
i am not null
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i am not null
You sure do sound like him.
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http://rapidshare.com/files/42813454/jettard2.dm_69.html
same thing, only with the code detach code
The snapping is because it's done in a hacky fashion in my aimbot code. However, don't think that I'm just aimbotting to his head. I aim over his head when on the wall, and when detaching, I'm still aiming there. Then I fall down and reach his head. And the bounce? Well, that's a well known Tremulous bug.