Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 19th May 2004 00:07
How do I put myself in a cetain part of the matrix?

A 1 man team
zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 19th May 2004 00:09
Third person or first person view? Do you have a solid grasp on world coordinates yet?
--
TAZ

Oneka
20
Years of Service
User Offline
Joined: 24th Apr 2004
Location: Hampton,VA
Posted: 19th May 2004 00:12
well itsin third person put I dont exaclty get how to locate yourself to a certain point

A 1 man team
zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 19th May 2004 01:26
It's really simple, you just position the player object using the position and rotation commands.

position object playerID, x#, y#, z#
rotate object playerID, xAngle#, yAngle#, zAngle#

There are several ways to handle the camera, here's one.

set camera to follow x#, y#, z#, camAngle#, camDistance#, camHeight#, canSmooth#, camCollision

Of course, the devil is in the details. The actual values vary due to a number of factors. Let's say the origin (the 0,0,0 point) of the model is not at the feet but at the waist. You would have to add an offset to the y# value so that the waist is a meter (in game scale) or so above the ground.

Use the get ground height to find the actual height of the matrix above the x# and z# position.
--
TAZ

History did not begin with PONG. -- Greg Costikyan

Game Beavers

Login to post a reply

Server time is: 2024-11-26 18:39:57
Your offset time is: 2024-11-26 18:39:57