31
Creativity / Re: The new and improved 3D model topic!
« on: June 27, 2016, 09:15:14 PM »
That's awesome
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
There is some truth to that, I find the users we all want to stay, leave.Hey now let's not be throwing words around like that :(
And the users we want to go, come back.
What about stepping forward?The angle would be very small or non-existant, same for going backwards. Both need another type of check once the angle isn't available.
should have photoshopped reinhart's helmet into thattoo busy gittin gud
What.It's not in any state to post right now unfortunately but I can tell you what I'm trying because it's simple in theory. I'm getting the angle between a vector created by the players velocity and their forward vector, then checking that against the players rotation. The size of the angle is what I'm hoping makes it accurate and the velocity vector is enough to determine the movement keys they are holding (after some fine tuning on what the angle limits are for each direction).
I would like to see this.
I mean you can kind of calculate it when the player is on the ground i guess using the direction of the velocity and the player's forward vector, which is kind of what i did for some dodge move code, but it is not quite perfect.