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ForumsCog Forum → Lookvectors
Lookvectors
2001-10-11, 10:32 AM #1
I'm using an actor as a projectile. So you can shoot this actor into the air. And because it's in the air and not traveling parallel to the floor, the z axis of it's lvec will return a value other than zero.

When you set the player's lvec to an lvec with a z axis, the z axis will be applied to the player. This will make the player stand on a different plane than the floor(which looks very awkward).

So actors always have a z axis in their lvec, and it can be set. But the z axis is NOT the head pitch. Also, it doesn't matter whether or not the player is standing on a floor(But when you walk onto another floor, the z axis is reset).

What do you think?

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Fiction must be more realistic than truth or no one will believe it.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-10-11, 6:32 PM #2
Indeed , a problem that has haunted cog for a while.

I think it is becasue it was orignally made to make Projectiles look at certain places, not people, so thats why the player has stuffed up footing if you use it.

The reason I also say this is because ... AiSetLookPos() will make an Actor look at a vector, but the Z axis will be maped to it's headpitch. So his feet won't go off the ground.

There is your answer, just use AiSetLookPos.
2001-10-15, 3:28 AM #3
To be more direct:
Quote:
<font face="Verdana, Arial" size="2">If you get a things Look vec

Then use SetThingLook(player, Vectorset(vectorx(lvec), vectory(lvec), vectorz(lvec) + 0.1);

It would make him look up a bit and stand on his heals, now if you get the look vec now it will have VectorZ on it.

Then simply store that and use

SetThingLook(player, Vectorset(vectorx(lvec), vectory(lvec), vectorz(lvec) - 0.1);

and then reatattch him to the ground to make his heels flat again.</font>


-That theory will not work because vectorz of the lvec is not headpitch. The vectorz that you stored would be nearly 0.1 the first time.

Also, setting the vectorz of the lvec is not exact. So, if you set the zvec forward .1 and then back .1, the zvec will become an increasing negative number.

[This message has been edited by SaberMaster (edited October 15, 2001).]

[This message has been edited by SaberMaster (edited October 16, 2001).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-10-15, 9:17 AM #4
What excatly are you asking then ?
2001-10-15, 11:41 AM #5
Since that number isn't exact, you can merely store it in a flex, subtract -.1, and replace it back into a vector.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2001-10-15, 12:39 PM #6
I am asking what people think about the info I posted. Perhaps to confirm/deny what I found.

Emon: If you did need to set the zvec for something and then reset it, just reset it to zero because that's what it's supposed to be.

[This message has been edited by SaberMaster (edited October 15, 2001).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-10-15, 6:37 PM #7
/ me is incredibly confused.
2001-10-16, 9:29 AM #8
Ok, Seifer, I just emailed you.

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Never argue with an idiot. They drag you down to their level and beat you with experience.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

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