Yandros on 5/5/2013 at 15:15
Here it is: (
http://www.wearytaffer.com/storage/demo/TurnedCamvatorDemo.zip)
The readme explains how it works and also how to enable
TrapKillEvents to see what happens if you try to use it to prevent mouse and keyboard input during the camvator ride. I also threw in a servant running across your view to give some reason for turning the player to face that direction, and I may have gotten a bit carried away with what happens when she runs out of sight. Sorry if it offends anyone. :ebil:
@gigagooga - Hope this helps. I imagine you may have been hoping for something that actually turns the camera instead of snapping it via teleportation; I don't know how to do that if it's possible with the current scripts we have.
Note to telliamed: If you can update the
TrapMoveRelative script to allow forcing velocity and rotation to zero instead of only adding to them (which I suppose should really be called
TrapMoveAbsolute), we could then theoretically halt all movement of the player when starting the sequence so that TKE works in this situation.
gigagooga on 5/5/2013 at 18:38
Quote Posted by Yandros
@gigagooga - Hope this helps. I imagine you may have been hoping for something that actually turns the camera instead of snapping it via teleportation; I don't know how to do that if it's possible with the current scripts we have.
I got it to do just that.
and also i think i discovered a way to make Garretts vision tilt smoothly on every axis.
Also, that problem when Garrett is looking upwards can be fixed by making that elevator object to be big enough so it is rendered on screen no matter which way you look when it triggers.
This demo was EXTREMELY helpful and now it really seems like i can do what i was planing :thumb:
Thanks alot!
Yandros on 6/5/2013 at 03:18
Wonderful! I hope you'll post your findings here or release your own demo, I'd like to know how you did it.
The Watcher on 6/5/2013 at 09:35
Quote Posted by Yandros
Note to telliamed: If you can update the
TrapMoveRelative script to allow forcing velocity and rotation to zero instead of only adding to them (which I suppose should really be called
TrapMoveAbsolute), we could then theoretically halt all movement of the player when starting the sequence so that TKE works in this situation.
Looking at the source, it looks like doing that should be pretty easy. This is what it's doing now:
Code:
cScrVec v;
v = pPhysState->vels;
pPhysState->vels = v + pSDelta->vVelocity;
v = pPhysState->rot_vels;
pPhysState->rot_vels = v + pSDelta->vRotation;
pPhysStateProp->Set(iTargetObj, reinterpret_cast<void*>(pPhysState));
Unless there's some nastiness I don't know about, all it'd need is the 'v +'s removing (well, made conditional would be better). If Telliamed isn't up for modifying tnhScript, I could stick a "TrapStateControl" script in TWScript to do the job.
gigagooga on 6/5/2013 at 11:29
Having some fairly amusing experiments
[video=youtube;JPX-g-aGwjE]http://www.youtube.com/watch?v=JPX-g-aGwjE[/video]
Zontik on 8/5/2013 at 06:19
Quote:
I could stick a "TrapStateControl" script in TWScript to do the job.
Plaese please please do that!
I have the same problem with short camera sequences: sometimes it starts spinning depending on player's motions before its start. And I can't find a way to solve it.
The Watcher on 8/5/2013 at 20:50
Righto. I'm making some progress with it, might have something for people to test in a couple of days (yes, I could do something quick and dirty, but I'd rather approach this more cleanly)
LarryG on 8/5/2013 at 21:05
Awesome!
May I suggest a slight name change to "TrapPhysStateControl" to make the purpose of the script a bit more obvious?
The Watcher on 10/5/2013 at 00:23
I have something that seems to work, but before I release it I'd prefer it if a couple of other people could try and break it (preferably ones in a position to test issues when using it with camvators/killevents). Anyone feel like being a ginuea pig?