Old 08-05-2008   #1 (permalink)
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Lightbulb A mover?

My idea was to have a vehicle, where when u get in, it would get your mouse trace, isn't that tr.GetPos() ? And a shadow controler would compute that, and smothly turn the prop or ent that was the vehicle in the direction of the tr.GetPos(). Then, W A S D would add a forward, back, right, or left value to the shadow controler to move you, and these speeds would be controled by wire inputs. I have no idea how to do any of this. Here is where i need help.

1) Entity:OnUse()
So what do i put here so the player enters the vehicle animation and camera state.
2) How do i define tr as the player's mouse pos?
3) I need help seting up the shadow controler.
4) With the W A S D, how would i make the shadow controler add a speed in that direction?
5) Seting up the wire inputs, and conecting them to the problem #4.

Thanks in advance.
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Old 08-05-2008   #2 (permalink)
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Default Re: A mover?

Well... could someone explain how to do this? Or will i get no help?
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Old 08-06-2008   #3 (permalink)
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Default Re: A mover?

Quote:
Originally Posted by bobthe2lol View Post
Well... could someone explain how to do this? Or will i get no help?
Um could you do this with what we have already. it sounds like instead of using A and D you use your mouse instead, in this case use a adv. pod controller to get mouse position, a beacon sensor and a few thrusters. If this is waht you mean I will try to explain it.
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Old 08-06-2008   #4 (permalink)
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Default Re: A mover?

adv_pod out puts bearing and Elev. so you could use a sign gate on the bearing.
I made a plain that used the mouse for steering but I had to make the seat static so the bearing stayed the same when your ship moveds. Like a flight sim.
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Old 08-06-2008   #5 (permalink)
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Default Re: A mover?

Iceguize, yes. Please explain.
I have no idea about trig. so the sign thing wont work for me, soz.
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Old 08-08-2008   #6 (permalink)
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Default Re: A mover?

sin = trig
sign != trig
Sign just clamps a number to -1, 0 or 1
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