Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → Spinning (rolling) player model without KEYs?
Spinning (rolling) player model without KEYs?
2003-03-20, 3:13 PM #1
I've been out of the game for a while, but I had an idea for a weekend project, inspired by Junkguy's Rolling Game. Would it be possible to roll the player forward, like a summersault, without using a KEY and without totally screwing up the rotational axis and all that? Basically the goal would be to make the player roll at a speed according to their velocity.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-20, 3:52 PM #2
Setthingrvec(Player, Vectorset(0, Getthingvel(Player), 0)); [http://forums.massassi.net/html/confused.gif]

------------------
Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-03-20, 4:31 PM #3
I'm not sure. I'll have to try it out, I just asked because I remember the old days of hackers gripping or blinding me and causing my rotational axis to go all out of whack, spinning around like one of those Space Gryo simulator rides at amusement parks (the tiny things they put one person in, crank and they spin in all directions).

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-20, 5:26 PM #4
Code:
for(x=0; x<360; x=x+1) SetThingLook(player, VectorSet(x, VectorY(GetThingLvec(player)), VectorZ(GetThingLvec(player)))); 


You could have this happen when the player crouches, so he would already be in the crouching animation, setting his look would make him roll, and It would even look like it in first person. Dizzy.

------------------
I'm just an old man with a skooma problem.

[This message has been edited by GuNbOy (edited March 20, 2003).]
I'm just an old man with a skooma problem.
2003-03-20, 5:57 PM #5
Thanks, I'll try that.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-20, 10:56 PM #6
That would be great for a new rolling mod.

------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-03-21, 3:09 AM #7
Err GB, that wont work will it... the X and Y control the amount or turn the player has on the horizontal plane.

For an aircraft cog I started, I did the roll by attaching a 3do to the player and adjusted the rotation using rotate() (yes, I know that sets a rotate velocity)

I am assuming you want it for aircraft banking or something. If you are then I suggest you use ApplyForce() relative to your angle, or thats how I was doing it. I also used it for forward acceleration, and took speed away relative to air resistance. I used IsThingCrouching() to accelerate.

The problems I had was working out taking off etc, I am sure there is an effective way of doing it though.

If you like I can try to find the cog, if you dont like then I wont. [http://forums.massassi.net/html/smile.gif]

------------------
Team Battle.
Team Battle.
2003-03-21, 11:14 AM #8
Actually, I was just pondering on ways to make rolling like in the JK Roll mod better.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-21, 12:51 PM #9
hehe, sorry about that.

btw why are you editing jk again?

------------------
Team Battle.
Team Battle.
2003-03-21, 1:55 PM #10
Why not? We'll be editing JK till we die. Give up, come back. That's how JK editing works.

------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-03-21, 2:29 PM #11
HC, because I'm bored while working on my story for my JO level. I should be done with most of this tonight, anyways, won't take long.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-21, 2:54 PM #12
[edit] Oh whoops, you were talking about a different kind of roll. hehe [/edit]


The x value is pitch, rotating around the x axis, that is why you want the x value to increase all the way around to 360, flipping the player. the y value is roll, which is usually not used unless you specifically need it. the z value is the only one that determines right/left on the horizontal.

so by taking the y and z values from the player's current Lvec, you wont interrupt his direction at all.

------------------
I'm just an old man with a skooma problem.

[This message has been edited by GuNbOy (edited March 21, 2003).]
I'm just an old man with a skooma problem.
2003-03-21, 3:31 PM #13
Quote:
<font face="Verdana, Arial" size="2">Originally posted by zagibu:
Why not? We'll be editing JK till we die. Give up, come back. That's how JK editing works.
</font>


I think you misinterpreted my intentions of that post. I just thought emon went to JO permantly... I thought maybe something cool had brought him back. [http://forums.massassi.net/html/wink.gif]

------------------
Team Battle.
Team Battle.
2003-03-22, 3:42 AM #14
The problem with SetThingLook() is that you can't make something look upside down with it. SetThingRotVel() might work for what you want, but it won't rotate a thing while it's attached to a surface.

But if you detach the player, play a key to make him get ready to roll, then SetThingRotVel() should work for you.

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-03-22, 7:20 PM #15
I think you can use ParseArg(player, "orient= ") to make the player look upside-down.



------------------
- Wisdom is 99% experience, 1% knowledge. -
- Wisdom is 99% experience, 1% knowledge. -
2003-03-22, 7:38 PM #16
Oh okay Saber, that makes sense that you cant set the look beyond 180. But you could always make it look up to 180, then once it hits 180 turn it to -180 and go backwards.

------------------
I'm just an old man with a skooma problem.
I'm just an old man with a skooma problem.
2003-03-23, 12:33 AM #17
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hellcat:
I think you misinterpreted my intentions of that post. I just thought emon went to JO permantly... I thought maybe something cool had brought him back. [http://forums.massassi.net/html/wink.gif]
</font>

You can't move away from JK. Not you, not me, not anyone that has been here for such a long time. I think that includes Emon as well.


------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-03-23, 5:50 AM #18
Thanks guys, but it doesn't matter now.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-03-23, 6:14 AM #19
Quote:
<font face="Verdana, Arial" size="2">Originally posted by zagibu:
You can't move away from JK. Not you, not me, not anyone that has been here for such a long time. I think that includes Emon as well.


</font>


Tru dat. There is no escape; I'll be doing this when i'm 30...well maybe not.

------------------
I'm just an old man with a skooma problem.
I'm just an old man with a skooma problem.

↑ Up to the top!