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Re: PhysX movement [Re: Ch40zzC0d3r] #388659
12/05/11 21:03
12/05/11 21:03
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
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Vyshess  Offline OP
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Joined: Dec 2009
Posts: 53
i was trying that,but it has no effect on the player.
(thanks that your are helping me every day laugh hoffe es nervt nicht zu sehr wink )


A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #388674
12/06/11 05:05
12/06/11 05:05
Joined: Oct 2011
Posts: 1,082
Germany
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Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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Joined: Oct 2011
Posts: 1,082
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Hm than I think its a bug. You should ask JCL for this physx bug.
What version of 3dgs you use actually?

BTW: (Kein Problem grin Ich helfe gern wink )

Last edited by Ch40zzC0d3r; 12/06/11 05:05.
Re: PhysX movement [Re: Ch40zzC0d3r] #389381
12/13/11 18:04
12/13/11 18:04
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
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Vyshess  Offline OP
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Joined: Dec 2009
Posts: 53
now i use V 8.30. i forgot to update A8...ähm..yes... But this makes my problem bigger `cause the player doesn`t fall down anymore.
actually i use "players_pos.Z -=2*time_step;" to get him on the ground but i think thats not a good answer! any ideas?


A8 Commercial
A5 Standart
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created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #389387
12/13/11 19:36
12/13/11 19:36
Joined: Oct 2011
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Ch40zzC0d3r Offline
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You are funny xD
When you use physx to move the player, than you dont need vmove gravity...
Just set the player as object not player in physx like your bomb...
So you need to recode the script for normal physx object not for playermovement laugh

Re: PhysX movement [Re: Ch40zzC0d3r] #389470
12/14/11 18:05
12/14/11 18:05
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
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Vyshess  Offline OP
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Joined: Dec 2009
Posts: 53
höhö i know.thanks ^^
i don`t get it...okay lets see.
i have to replace " pXent_settype(my, PH_CHAR, PH_CAPSULE); " with
pXent_settype(my, PH_RIGID, PH_CAPSULE); ?
but i think "pXent_movechar(me, movement_speed, NULL, 0);" works only with "PH_CHAR"...i`m really confused


A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #389530
12/15/11 13:47
12/15/11 13:47
Joined: Oct 2011
Posts: 1,082
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Ch40zzC0d3r Offline
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Yes you are 100% right. You need to do instead of
Code:
pXent_movechar(me, movement_speed, NULL, 0);


this:
Code:
pXent_move (ENTITY* entity, VECTOR* vReldist, VECTOR* vAbsdist)


And for rotate the same, than you have perfect gravity wink

Re: PhysX movement [Re: Ch40zzC0d3r] #389577
12/15/11 20:14
12/15/11 20:14
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
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Vyshess  Offline OP
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Joined: Dec 2009
Posts: 53
hmm at the moment the player make some moves like a breakdancer..looks cool but he can`t walk normal.
my actually code for the movement:
Code:
movement_speed.x = 10 * (key_cuu_key_cud) * time_step;
movement_speed.y = 10 * (key_cuu_key_cud) * time_step;
movement_speed.z = 0;

pXent_move (me, movement_speed, NULL);


not sure whats wrong there. the example in the manual is too cryptic for me or it doesn`t work so good `cause if i use it, the player falls through the ground. maybe you have a simple and working example for me??

and when should I use CHAR and RIGID? the manual shows the differences but I`m not sure what I should use for my player.

Last edited by Vyshess; 12/15/11 20:35.

A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #389620
12/16/11 12:43
12/16/11 12:43
Joined: Oct 2011
Posts: 1,082
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Ch40zzC0d3r Offline
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Joined: Oct 2011
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Here is a little example for physx moevement, dont know if you want a FPS-movement.

DL: http://www.mediafire.com/?a3c28avep4un7nz

Hop ethis is what you want grin

BTW_ Creds goes to 3Run wink

Last edited by Ch40zzC0d3r; 12/16/11 12:44.
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