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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Fri Feb 06, 2009 12:33 am Post subject: top down camera |

I am working on a gauntlet style mod. i can make the camera look down, but mouse look breaks that. if i disable mouselook, i still can't get aim to work. he just shoots at the ground. is there a way to fix the aim to just shoot straight ahead? i use normalize((self.origin+v_forward*500) - self.origin) but that makes him shoot however the mouse is aiming. how do i get him to just shoot from the origin+view_ofs to a point say 100 units straight ahead?

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Fri Feb 06, 2009 4:22 am Post subject: |

m_pitch 0 Evil, I know, but it stops mouselook from doing anything in pretty much all engines. Clear out self.v_angle_x on the server before doing makevectors. This will set their angles as pure yaw (and a bit of roll, but that doesn't affect forwards), meaning that forward really is forward, even if their client ignored the m_pitch thing, and will always be properly normalised too.
The alternative is to 'tweek' the v_forward vector and set v_forward_z=0, but that's ugly, and breaks in certain clients/settings. And it needs normalising as well.
Clearing out their pitch is the more correct way to do it.
normalize((self.origin+v_forward*500) - self.origin)
is more simply written as:
v_forward
just so you know. :)
So yeah...
self.v_angle_x = 0;
makevectors(self.v_angle);
source = self.origin + self.view_ofs;
target = source + v_forward*500;
you prolly want a traceline here
impact would then be at trace_endpos but then you knew that already. mneh
_________________
What's a signature?

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Feb 06, 2009 4:28 am Post subject: |

WriteByte (MSG_ONE, 10); // 10 = SVC_SETVIEWANGLES WriteAngle(MSG_ONE, vec_x); // tilt WriteAngle(MSG_ONE, vec_y); // yaw WriteAngle(MSG_ONE, vec_z); // flip _________________
Apathy Now!

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Fri Feb 06, 2009 4:14 pm Post subject: thanks dudes |

totally owe you both. graces

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hondobondo Joined: 26 Sep 2006 Posts: 102 |

Posted: Fri Feb 06, 2009 6:05 pm Post subject: thanks spike |

Spike wrote:
m_pitch 0 Evil, I know, but it stops mouselook from doing anything in pretty much all engines. Clear out self.v_angle_x on the server before doing makevectors. This will set their angles as pure yaw (and a bit of roll, but that doesn't affect forwards), meaning that forward really is forward, even if their client ignored the m_pitch thing, and will always be properly normalised too.
The alternative is to 'tweek' the v_forward vector and set v_forward_z=0, but that's ugly, and breaks in certain clients/settings. And it needs normalising as well.
Clearing out their pitch is the more correct way to do it.
normalize((self.origin+v_forward*500) - self.origin)
is more simply written as:
v_forward
just so you know.
So yeah...
self.v_angle_x = 0;
makevectors(self.v_angle);
source = self.origin + self.view_ofs;
target = source + v_forward*500;
you prolly want a traceline here
impact would then be at trace_endpos but then you knew that already. mneh

that works. now for the fun stuff. i can probably have a working beta with monsters and a map or two by monday

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Boss429 Joined: 03 Dec 2006 Posts: 22 |

Posted: Tue Feb 10, 2009 6:04 pm Post subject: |

slightly off topic, but is m_pitch a cvar?

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Feb 10, 2009 6:08 pm Post subject: |

Yup, but don't even think about setting it's value through QC unless you're doing something like this that has a specific requirement, OK? _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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