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Re: The Ultimate Resident Evil Camera [Re: Rhuarc] #38213
12/20/04 04:54
12/20/04 04:54
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
@ [rhuarc]

yeah, thanks, i've never been that good at pointers, but i need 10 pointers for the camera, and 10 for the camera switch..

so i'd get 2 arrays, but still i dont get those, i am glad it works for me like this allready:P
maybe someone can explain those better for me??

regards,


Formerly known as dennis_fantasy
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Re: The Ultimate Resident Evil Camera [Re: Helghast] #38214
12/20/04 06:19
12/20/04 06:19
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Germany
In this topic I wrote something about Pointers and handle arrays.
Be sure to read Grimbers Post as well.

LINK

Last edited by Error014; 12/21/04 02:17.

Perhaps this post will get me points for originality at least.

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Re: The Ultimate Resident Evil Camera [Re: Error014] #38215
12/21/04 00:53
12/21/04 00:53
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

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You might want to give that URL a label..it's going off the screen.

Here's a quick and dirty demo. I commented out the look at object parts and just stuck with the alternate method. You can play with the other one to try and figure it out. There are a couple of cameras with more than one trigger and you might run into a few dead spots, but the demo does its job. WASD moves the player.

The movement code is an unfinished camera relative scheme I've been trying to finesse into shape. It's almost there but a little rough. If you're holding down a movement key when a camera switches, the player's pan locks until you let off of it. If you didn't lock it, the player would spin in place forever(while the key was pressed) at the point of a camera switch.

All the base movement and animation code are from or are derived from scripts provided by KeithBAmbit and/or Gnometech. The playerinput and miscinput scripts are custom versions of Doug's new template files.

Also, there were a couple errors in the code in the first post. Mainly missing brackets or spelling mistakes, but there was a vec_set missing, too. My own version of this code doesn't require it but removing certains parts of it required the additional of an extra line and I had forgot to do so. Everything should be corrected now.

http://www.geocities.com/hainesrs/tester3.zip


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Error014] #38216
12/21/04 03:55
12/21/04 03:55
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Beverly, Massachusetts
Quote:

In this topic I wrote something about Pointers and handle arrays.
Be sure to read Grimbers Post as well.

LINK




Yes, but the thing I was pointing out is that using handle and ptr_for_handles is completely pointless, you can store the pointer itself rather than a handle into the array .

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: The Ultimate Resident Evil Camera [Re: Rhuarc] #38217
12/21/04 08:48
12/21/04 08:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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I like your method but it always looks for the closest camera to the player. With the setup I posted, it goes after the closest trigger and the camera can be anywhere at any distance.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Ultimate Resident Evil Camera [Re: Orange Brat] #38218
12/21/04 09:40
12/21/04 09:40
Joined: Jul 2004
Posts: 51
TX
Evil_Level_Designer Offline
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Evil_Level_Designer  Offline
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Posts: 51
TX
I now see what you mean , and i'm getting it , but one thing i see is , there is no cameras in the scene (Positions). I map in max and import to GS , I have all my maps already set in max , and they export fine , but they arent entities, would there be a way to get this script to work with those cams ?

Re: The Ultimate Resident Evil Camera [Re: Rhuarc] #38219
12/21/04 09:59
12/21/04 09:59
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
Senior Developer

Joined: Oct 2003
Posts: 1,258
Virginia, USA
Quote:

Quote:

In this topic I wrote something about Pointers and handle arrays.
Be sure to read Grimbers Post as well.

LINK




Yes, but the thing I was pointing out is that using handle and ptr_for_handles is completely pointless, you can store the pointer itself rather than a handle into the array .

-Rhuarc




Only if you dont want to save/load your game. If you store the pointers and do a save/load, expect a crash.


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: The Ultimate Resident Evil Camera [Re: qwerty823] #38220
12/21/04 10:08
12/21/04 10:08
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Posts: 3,298
Beverly, Massachusetts
Of course, but for general purposes, it is extremely useful... Besides, handles work the same way

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: The Ultimate Resident Evil Camera [Re: Rhuarc] #38221
12/21/04 10:20
12/21/04 10:20
Joined: Oct 2003
Posts: 1,258
Virginia, USA
qwerty823 Offline
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qwerty823  Offline
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Joined: Oct 2003
Posts: 1,258
Virginia, USA
No, handles will save properly, so when you do a gameload, they will still be just as valid before the save. Pointers will not (cept maybe when using "entity *", since the engine could do the handle()/ptr_for_handle() internally at save/load time).


Never argue with an idiot. They drag you down to their level then beat you with experience
Re: The Ultimate Resident Evil Camera [Re: Evil_Level_Designer] #38222
12/21/04 12:35
12/21/04 12:35
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
Quote:

I now see what you mean , and i'm getting it , but one thing i see is , there is no cameras in the scene (Positions). I map in max and import to GS , I have all my maps already set in max , and they export fine , but they arent entities, would there be a way to get this script to work with those cams ?




Do you use the MAX2GS plugin? If so, doesn't it allow you to export entities with the level? I was under the impression that it exported just about everything. The only other thing I can offer is after you load your MAX level into WED, simply place the camera entities from there. All you have to doing is update entities which takes no more than a couple seconds.



To address the demo, the main reason I didn't implement the look at object code intoit is because it was giving me some problems. The camera wasn't switching correctly but I now realize this was because of the missing vec_set I mentioned in the demo post. That line is what sets the cam_ptr pointer to the camera, so...uh yeah...that's why there was no change. My own personal version takes care of that in the functions I took out, so my own senile mind got in the way(again) when porting this over to the contributed version.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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