Search found 60 matches

by Garold
Sun Aug 04, 2013 5:43 pm
Forum: Questions and Help
Topic: Facing manipulation
Replies: 53
Views: 29964

Re: Facing manipulation

wow
by Garold
Sat Jul 13, 2013 10:08 pm
Forum: Questions and Help
Topic: Teleport EntityMover
Replies: 2
Views: 2702

Re: Teleport EntityMover

I can't even remember why I coded a mover and a rotator for the shield! I have removed them and now directly set the worldtransform of the shield shape to the animation bone's transform. Now it's a rock steady 60 fps on respawn. I just tested it and everything is fine; the shield still protects the ...
by Garold
Sat Jul 13, 2013 9:40 pm
Forum: Questions and Help
Topic: Teleport EntityMover
Replies: 2
Views: 2702

Teleport EntityMover

I use an entitymover to attach a shield to an enemy. After the enemy dies, I teleport the character off to Limbo, when it respawns I teleport the enemy character near to the player. The problem is the entitymover for the Shield, it's causing problems, presumably the shield is rushing across the worl...
by Garold
Thu Apr 25, 2013 7:39 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

Re: EntityMover

Here's a video of it all working. http://youtu.be/wg8dz7hAjao I've attached the target boxes to the helicopter using a BallSocketJoint and an AngularMotor for each box, which has cured the drift. I now build the ray using camera.worldmatrix.translation instead of position, which has cured the ray ca...
by Garold
Thu Apr 25, 2013 7:32 pm
Forum: Questions and Help
Topic: Gradually rotating a character
Replies: 23
Views: 16430

Re: Gradually rotating a character

Sorry! You already have the answer, I didn't see page 2, doh!
by Garold
Thu Apr 25, 2013 7:30 pm
Forum: Questions and Help
Topic: Gradually rotating a character
Replies: 23
Views: 16430

Re: Gradually rotating a character

You can right click your project name in the solution explorer. Then left click "properties". This will display the properties window for said project. Alternatively, you can type Alt + Enter. Then you can add "CHECKMATH" to the conditional compilation symbols textbox. Use a semi...
by Garold
Thu Apr 25, 2013 6:25 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

Re: EntityMover

I was doing something wrong with my ray-cast, although I am not sure exactly why it's wrong. I was creating the ray like this, using the camera position. _ray.Position = _sm.Camera.Position; _ray.Direction = _sm.Camera.WorldMatrix.Forward; I changed it to use the worldmatrix translation and now the ...
by Garold
Thu Apr 25, 2013 3:37 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

Re: EntityMover

I get you. You are saying it may not be the target that is in error but the origin of the ray-cast. I will investigate that, thanks.
by Garold
Thu Apr 25, 2013 3:05 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

Re: EntityMover

I've done as you've suggested: adding a joint and an angular motor. This has cured the drift problem, thanks! _sm.Space.Add(new BallSocketJoint(_sm.AIHelicopter.Body, Shape, Shape.Position + new Vector3(0, 0.2f, 0))); //Angular motors can be used to simulate friction when their goal velocity is 0. a...
by Garold
Thu Apr 25, 2013 12:33 am
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

Re: EntityMover

I have changed the status of the video to "public".

I will investigate your suggestion of using "two body constraints". Is there an example within the demos that I should have a look at?
by Garold
Wed Apr 24, 2013 10:19 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6874

EntityMover

Hi, I am trying to allow the player to buy a weapon from the wall inside a moving helicopter. My solution is to create a dynamic sphere for each weapon. I then cast a ray and see if there's a collision. I use entitymover to keep the sphere relative to the helicopter body. I use a matrix.createtransl...
by Garold
Mon Nov 26, 2012 2:11 am
Forum: Questions and Help
Topic: EntityRotator and EntityMover Versus Manually Doing It
Replies: 4
Views: 3511

Re: EntityRotator and EntityMover Versus Manually Doing It

Thanks Norbo, how simple to fix, when you know how! :)

Code: Select all

orientation = Quaternion.CreateFromAxisAngle(Vector3.Up, Yaw);
rotator.TargetOrientation = orientation;
Here's a video of it in action, with a few more changes applied.

by Garold
Sun Nov 25, 2012 9:44 pm
Forum: Questions and Help
Topic: EntityRotator and EntityMover Versus Manually Doing It
Replies: 4
Views: 3511

Re: EntityRotator and EntityMover Versus Manually Doing It

Ah! OK. Thanks. I'll get on with it.
by Garold
Sun Nov 25, 2012 7:57 pm
Forum: Questions and Help
Topic: EntityRotator and EntityMover Versus Manually Doing It
Replies: 4
Views: 3511

Re: EntityRotator and EntityMover Versus Manually Doing It

From looking at another post I decided to add this code. It didn't fix it though Body.ActivityInformation.IsAlwaysActive = true; Body.PositionUpdateMode = PositionUpdateMode.Continuous; I've made a private video: When arriving in the first helicopter, all the collisions are fine, this helicopter is ...
by Garold
Sun Nov 25, 2012 6:30 pm
Forum: Questions and Help
Topic: EntityRotator and EntityMover Versus Manually Doing It
Replies: 4
Views: 3511

EntityRotator and EntityMover Versus Manually Doing It

Hi, I have a helicopter that the character spawns inside. I've been calculating a path and evaluating this path for the EnityMover and EntityRotator. That approach works fine. When the helicopter moves or rotates the character rotates with it and stays within the helicopter interior. I have recently...