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| Sort of sight range search. |
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| otto-san:
What I'm trying to do is add something to gameConnection::onDeath that makes every player do a sort of search to see if they can see the player who died and who killed the player. There could also be a first, instant search and another search a bit later to confirm if they saw or not. I'm thinking this is possible with raycasts or some container search of some sort, but I don't know where to begin to do this. |
| Chrono:
A raycast from each player's eyepoint to a lower point of the killed player. I'm going to sleep or doing something else so if you'll need an example I'll get to that later. |
| otto-san:
--- Quote from: Chrono on July 06, 2011, 01:17:14 AM ---A raycast from each player's eyepoint to a lower point of the killed player. I'm going to sleep or doing something else so if you'll need an example I'll get to that later. --- End quote --- I was thinking of a simple raycast but then it occured me that they'd have to be looking straight at the player. Unless I'm not getting what you're saying. |
| Chrono:
--- Quote from: otto-san on July 06, 2011, 01:18:50 AM ---I was thinking of a simple raycast but then it occured me that they'd have to be looking straight at the player. Unless I'm not getting what you're saying. --- End quote --- What I'm suggesting would work even if the player died behind you... so maybe it's not very ideal either. |
| Destiny/Zack0Wack0:
--- Quote from: Chrono on July 06, 2011, 01:19:46 AM ---What I'm suggesting would work even if the player died behind you... so maybe it's not very ideal either. --- End quote --- You can grab the position from the raycast collision and then work out if its within 180 degrees of the players eye point. |
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