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ForumsCog Forum → Can't figure this out...
Can't figure this out...
2003-11-13, 6:46 PM #1
I'm thinking of a hand to hand control system.

What I'm hoping to do is something like how in many fighting games, you press things like back-forward-attack to do new moves.

Is there any way to detect the directional change of the player before an attack without a pulse?

I'm hoping to be able to do a different attack by doing like, forward forward fire, stuff like that.

Help me or something.

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Duel Zero key count: Zero! Down to guns and forces. Expect a release soon.
2003-11-13, 9:08 PM #2
Have a look in the weap_saber.cog. You'll find how they get the different animations for different directions you run in.

/Edward
Edward's Cognative Hazards
2003-11-13, 11:25 PM #3
With MotS, you could use the key trapping concept (which would make life so much easier for you [http://forums.massassi.net/html/wink.gif]).

However, the only thing that strikes me off the top of my head would be to agree with Edward. Without that proposal, I should imagine if you set up certain moves to be performed equalling an int format and then kept variables for directional purposes and incremented them when a corresponding action was taken, then you could possibly find a way of doing it....? [http://forums.massassi.net/html/confused.gif] [http://forums.massassi.net/html/redface.gif]

Hope this (somewhat) helped [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

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"Life is mostly froth and bubble,
But two things stand in stone,
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("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
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2003-11-14, 6:16 PM #4
Edward, NO. Just... NO.

I know an unrealistic amount about cogging, so believe me, I know about getthingthrust.

That's not what I want at all.

What I want is to do like in some games and press (move forward),(move forward),(attack) and have it be different than if I pressed (move forward),(attack) in a sequence.

[This message has been edited by Checksum (edited November 14, 2003).]
2003-11-14, 6:56 PM #5
If you know so much, you'd know you can get the thrust, wait for lack of thrust, then thrust again... That's direction + direction there. Use IsThingCrouching(thing) for down, and look for direction of velocity and attach flags to detect jump.

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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.
2003-11-15, 10:43 AM #6
Well yeah, that's obvious - is there a way I can do it without a constantly running pulse?

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Duel Zero key count: Zero! Down to guns and forces. Expect a release soon.
2003-11-15, 10:52 AM #7
No. What's wrong with a pulse?

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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.
2003-11-15, 6:43 PM #8
Well, two things: For one, it lags.

Secondly, unless you timed the key presses just perfectly with the pulse, it would be hard to use, unless you had an unrealistically fast pulse, which brings us back to problem one.

Hell, with a pulse it'd be hard to detect anyway because thingthrust doesn't just go straight to zero when you release the key - it quickly but smoothly drops to zero.

All in all, I say - screw it! It sounds like more trouble than it's worth. This thread is over.

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Duel Zero key count: Zero! Down to guns and forces. Expect a release soon.
2003-11-16, 8:46 AM #9
Wow, looks like we don't have a forum rule for temper tantrums. [http://forums.massassi.net/html/tongue.gif]

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-11-16, 9:13 AM #10
Run the pulse locally, and don't check for exact velocities, only ranges.

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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.

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