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Player Acceleration and Deceleration

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Jan 08, 2010 11:35 pm Post subject: Player Acceleration and Deceleration |

Hello. I am trying to make an accelerating/decelerating thing for vehicles. I have this in PlayerPostThink in Client.qc

Code:
if (self.weapon == IT_TEST) //Team Xlink - The TEST Vehicle { if (self.velocity < 200 || self.velocity >= 170) { self.velocity = self.velocity * 1.1;
self.testtimer = self.velocity + 1;
self.nextthink = time + 1;
}
}

It sort of works.
You see, when you pickup that weapon ( Get into the vehicle) You automatically accelerate, but you never decelerate or even slow down, and it is always active.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Fri Jan 08, 2010 11:47 pm Post subject: Re: Player Acceleration and Deceleration |

Team Xlink wrote:
Hello. I am trying to make an accelerating/decelerating thing for vehicles. I have this in PlayerPostThink in Client.qc

Code:
if (self.weapon == IT_TEST) //Team Xlink - The TEST Vehicle { if (self.velocity < 200 || self.velocity >= 170) { self.velocity = self.velocity * 1.1;
self.testtimer = self.velocity + 1;
self.nextthink = time + 1;
}
}

It sort of works.
You see, when you pickup that weapon ( Get into the vehicle) You automatically accelerate, but you never decelerate or even slow down, and it is always active.

It would probably help if you tell us what you want it to do. Also, is this for the PSP?

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Jan 08, 2010 11:49 pm Post subject: Re: Player Acceleration and Deceleration |

Team Xlink wrote:
I am trying to make an accelerating/decelerating thing for vehicles. You see, when you pickup that weapon ( Get into the vehicle) You automatically accelerate, but you never decelerate or even slow down, and it is always active.

The first part is what to want to do the second part is the problem.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Fri Jan 08, 2010 11:59 pm Post subject: |

Why are you setting nextthink in playerpostthink? You're also going to need to consider things like sv_maxspeed, cl_forward/back/side speed. Some of it may need to be done engine side, but you can always check out qrally.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Sat Jan 09, 2010 5:31 pm Post subject: Re: Player Acceleration and Deceleration |

Quote:
self.testtimer = self.velocity + 1;

is this adding a float to a vector ? looks wrong, but maybe is me

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