Inside3D!
     

ugh for a person that loves coding i hate math...

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Mon Sep 12, 2005 4:02 am    Post subject: ugh for a person that loves coding i hate math... Reply with quote

math... failed it 3 times already hah... well some help here may not only improve my mod but help me pass a simple math test Razz wondering if there is any math function asociated with spirals/helix circles or waves. what im looking for is a script that will cause an object to move foward but also spin around a center point. the point is to make a trail fallow this object leaving a spiral pattern. any other way this can be donw would also work so let me know. thanks!
-Root one

<9/11 today, give a thought>
_________________
My mod site!
Mod Status:
Turret Defense: 30%
UPS: 45%
Back to top
View user's profile Send private message AIM Address
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Mon Sep 12, 2005 4:31 am    Post subject: Reply with quote

I assume you mean to make a trail follow a projectile while spinning round it, to leave a spiral effect like a railgun?

For that, the easiest way is to have to the trail as an entity, with it's owner set to the projectile;

The projectile entity should have an avelocity something like '0 0 300'

The think function of the trail entity should be something like:

void() trail_think =
{
if (!self.owner)
{
remove(self);
return;
}

makevectors(self.owner.angles);

setorigin(self, self.owner.origin + v_right * 10);

particle(self.origin, '0 0 0'. 14, 4);

self.nextthink = time;
};

Of course the particle() line should be changed for whatever trail effect you're after, or if it's a model flag trail effect then obviously you don't need a qc line for it at all.

This is untested of course.....
_________________
Apathy Now!
Back to top
View user's profile Send private message
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Mon Sep 12, 2005 6:35 am    Post subject: Reply with quote

Might not want that to be called every frame Smile
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Mon Sep 12, 2005 1:50 pm    Post subject: Reply with quote

Quote:
makevectors(self.owner.angles);

Quote:
The projectile entity should have an avelocity something like '0 0 300'


Actually, you can give the trail entity an avelocity instead, if for whatever reason it wouldn't be desirable to make the projectile spin. Or, you might want the projectile spinning in a different way (like a lavaball with avelocity '300 300 500'). Also make sure to set the trail entity's angles when it's fired.
Giving the trail entity avelocity and doing makevectors(self.angles); instead of on self.owner.angles will probably work better for you.

Now instead of calling the particle command, make a model that has nothing in it (a null model) and give it the rocket or grenade trail effect. Other effects to try are the vore trail and wizard trail. With the trail entity set to this special model, the trail will be created automatically, so you won't have to worry about calling the think function every frame (particles can be a real problem if you have too many).
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
Back to top
View user's profile Send private message MSN Messenger
RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Mon Sep 12, 2005 5:47 pm    Post subject: thanks Reply with quote

actualy yes i was making a railgun hah i guess that spining trail is overused... but thanks ill give this a try, btw another wuestion, how do i get the rail to go through things? movetype_noclip with solid_trigger? just guessing
_________________
My mod site!
Mod Status:
Turret Defense: 30%
UPS: 45%
Back to top
View user's profile Send private message AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group