I've come up with a way to have 360 degree headpitchable flight. In a nutshell, I set the min/max headpitch to -2billion and 2billion respectivly, set the geomode of the player to 0 (cuz if you rotate 360 degrees, kyle does, well, impossible things and it looks funky) and I create a custom actor in place of kyle. I have a ghost firing every 0.01 seconds from the player to get the "proper" LookVector, and set the LookVector of the custom actor to it. (other things are set up so the actor looks like it's the player, animations, model, ect ect)
My problem is, whenever I'm upside down the model will be upside down. (the view is upside down, and the actor should be upright, but it's not) I know that setting the lookvector of it is messin with it, but I have no idea how to fix it, and don't know of another method that would achieve the same effect of flying 360 degrees.... =\
[edit]Man, I confused myself when I read my explanation of the upsidedownness. @_@ It should make sense now. [/edit]
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-Hell Raiser
Cogging type person that does, umm, stuff?
"Free, your, mind."
DBZ: TDIR has a new home!
[This message has been edited by Hell Raiser (edited January 01, 2002).]
My problem is, whenever I'm upside down the model will be upside down. (the view is upside down, and the actor should be upright, but it's not) I know that setting the lookvector of it is messin with it, but I have no idea how to fix it, and don't know of another method that would achieve the same effect of flying 360 degrees.... =\
[edit]Man, I confused myself when I read my explanation of the upsidedownness. @_@ It should make sense now. [/edit]
------------------
-Hell Raiser
Cogging type person that does, umm, stuff?
"Free, your, mind."
DBZ: TDIR has a new home!
[This message has been edited by Hell Raiser (edited January 01, 2002).]
-Hell Raiser