D-style Posted August 15, 2005 Share Posted August 15, 2005 ya i deleted the previous thread cuz it was messy.. neways 1st thing i did was add a fly type movement in bg_public.h typedef enum { PM_NORMAL, // can accelerate and turn PM_JETPACK, // special jetpack movement PM_FLOAT, // float with no gravity in general direction of velocity (intended for gripping) PM_NOCLIP, // noclip movement PM_SPECTATOR, // still run into walls PM_DEAD, // no acceleration or turning, but free falling PM_FREEZE, // stuck in place with no control PM_INTERMISSION, // no movement or status bar PM_SPINTERMISSION // no movement or status bar PM_FLY //Flightmode by *Shady-D* } pmtype_t; The second thing i did was animate some flying animations for it and adding them in animtable.h and anims.h than i copied some of the JP code and made the animations work with the PM_FLY in bg_pmove.c //If we are flying, play anims if (pm->ps->pm_type == PM_FLY) { if (pm->cmd.rightmove > 0) { PM_ContinueLegsAnim(BOTH_FLY_RIGHT); } else if (pm->cmd.rightmove < 0) { PM_ContinueLegsAnim(BOTH_FLY_LEFT); } else if (pm->cmd.forwardmove > 0) { PM_ContinueLegsAnim(BOTH_FLY_FORWARD); } else if (pm->cmd.forwardmove < 0) { PM_ContinueLegsAnim(BOTH_FLY_BACKWARDS); } else { PM_ContinueLegsAnim(BOTH_FLY_IDLE); } and now.. what do i do now? Help me achieve my goal and receive a free COOKIE! [edit] well ensiform coded a console cmd for me.. i tried to compile and got 3 errors c:\jkasdk\codemp\game\bg_pmove.c(11187) : error C2143: syntax error : missing ';' before 'type' c:\jkasdk\codemp\game\bg_pmove.c(11190) : error C2065: 'finalTime' : undeclared identifier g_active.c c:\jkasdk\codemp\game\g_active.c(2174) : error C2065: 'PM_FlyMove' : undeclared identifier i dun get it Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 16, 2005 Share Posted August 16, 2005 c:\jkasdk\codemp\game\bg_pmove.c(11187) : error C2143: syntax error : missing ';' before 'type' Is saying you have a new line without using a ";" where you should have. c:\jkasdk\codemp\game\bg_pmove.c(11190) : error C2065: 'finalTime' : undeclared identifier g_active.c is saying you have not defined "finalTime" ( int finalTime ) ( Case sensitive ) g_active.c c:\jkasdk\codemp\game\g_active.c(2174) : error C2065: 'PM_FlyMove' : undeclared identifier you did not call it "PM_FlyMove" in bg_public.h , you called it "PM_Fly" or if PM_Fly is a Void , you have not included it in g_active.c Link to comment Share on other sites More sharing options...
D-style Posted August 16, 2005 Author Share Posted August 16, 2005 /* =================== PM_FlyMove Only with the flight powerup =================== */ static void PM_FlyMove( void ) { int i; vec3_t wishvel; float wishspeed; vec3_t wishdir; float scale; // normal slowdown PM_Friction (); scale = PM_CmdScale( &pm->cmd ); if ( pm->ps->pm_type == PM_SPECTATOR && pm->cmd.buttons & BUTTON_ALT_ATTACK) { //turbo boost scale *= 10; } // // user intentions // if ( !scale ) { wishvel[0] = 0; wishvel[1] = 0; wishvel[2] = pm->ps->speed * (pm->cmd.upmove/127.0f); } else { for (i=0 ; i<3 ; i++) { wishvel[i] = scale * pml.forward[i]*pm->cmd.forwardmove + scale * pml.right[i]*pm->cmd.rightmove; } wishvel[2] += scale * pm->cmd.upmove; } VectorCopy (wishvel, wishdir); wishspeed = VectorNormalize(wishdir); PM_Accelerate (wishdir, wishspeed, pm_flyaccelerate); PM_StepSlideMove( qfalse ); } heres the PM_FlyMove i want it to include while using my anims.. Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 16, 2005 Share Posted August 16, 2005 at the top of G_Active.c Below: extern void Jedi_Decloak( gentity_t *self ); add extern Void PM_FlyMove( void ); if the void is already in g_active.c dont eaven try that. if its not in g_active.c , that could be your problem. Link to comment Share on other sites More sharing options...
D-style Posted August 16, 2005 Author Share Posted August 16, 2005 c:\jkasdk\codemp\game\bg_pmove.c(3021) : error C2373: 'PM_FlyMove' : redefinition; different type modifiers c:\jkasdk\codemp\game\bg_public.h(371) : see declaration of 'PM_FlyMove' c:\jkasdk\codemp\game\bg_pmove.c(10675) : error C2063: 'PM_FlyMove' : not a function c:\jkasdk\codemp\game\bg_pmove.c(11053) : error C2063: 'PM_FlyMove' : not a function c:\jkasdk\codemp\game\bg_pmove.c(11187) : error C2143: syntax error : missing ';' before 'type' c:\jkasdk\codemp\game\bg_pmove.c(11190) : error C2065: 'finalTime' : undeclared identifier g_active.c c:\jkasdk\codemp\game\g_active.c(9) : error C2061: syntax error : identifier 'PM_FlyMove' c:\jkasdk\codemp\game\g_active.c(9) : error C2059: syntax error : ';' c:\jkasdk\codemp\game\g_active.c(9) : error C2059: syntax error : 'type' maybe i should get back to try and edit the JP again... lemme just explain what i wanna do.. Go in spectator mode.. lovely huh? flying around like that? Well i want to make it so you can fly exactly like that with the exception that u can turn it off and go trhough doors and see your own player model lol.. *sighs* Link to comment Share on other sites More sharing options...
GangsterAngel Posted August 17, 2005 Share Posted August 17, 2005 so basicly no clipping lol /noclip Link to comment Share on other sites More sharing options...
MDN14 Posted August 17, 2005 Share Posted August 17, 2005 I think he means he wants it to work like the noclip. But he doesnt want to be able to fly through solid walls. And he wants it to work when the player types in a command or gets a powerup or something like that. But copying the noclip stuff would probably help, just edit the part that allows you to fly through walls. Link to comment Share on other sites More sharing options...
D-style Posted August 18, 2005 Author Share Posted August 18, 2005 yeah tried that was buggy as hell.. (well i didnt try but Ben did a good coder) very buggy you could go halfway trough walls and floors and stay stuck in there, and also instead of flying like in noclip the camera shaked like when u went in a elevator in jk2 remember? Link to comment Share on other sites More sharing options...
MDN14 Posted August 20, 2005 Share Posted August 20, 2005 I never had a camera shake problem in JK2. I have had camera problems when in an elevator in JA quite often though. Link to comment Share on other sites More sharing options...
Wudan Posted August 20, 2005 Share Posted August 20, 2005 Couldn't you just set the player's gravity to zero while they are using the 'jetpack' and call it good? They shouldn't fall to the earth, in that case, could hover, etc. Link to comment Share on other sites More sharing options...
Kurgan Posted August 20, 2005 Share Posted August 20, 2005 Sort of like the Flight powerup in Quake3? Then again that functioned a lot like the Jetpack come to think of it (except no toggle on/off)... Link to comment Share on other sites More sharing options...
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