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InsideQC Forums • View topic - Correctly changing the angle of a monster?

Correctly changing the angle of a monster?

Discuss programming in the QuakeC language.

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Correctly changing the angle of a monster?

Postby Ghost_Fang » Wed Dec 12, 2012 11:08 pm

I have a monster sending out a traceline, and when the traceline is interupted by a wall i want the monster to face the wall at the correct angle. ive tried many combinations of vectoangles and trace_plane_normal. Is their something i didn't do right?


traceline (self.origin + '0 0 20', self.origin + '0 0 20' + v_forward*50, TRUE, self);
if(vlen(self.origin + '0 0 20' - trace_endpos) < 30)
{
self.angles_y = vectoangles(trace_plane_normal);
}
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Re: Correctly changing the angle of a monster?

Postby taniwha » Thu Dec 13, 2012 12:02 am

Leave others their otherness.
http://quakeforge.net/
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Re: Correctly changing the angle of a monster?

Postby Ghost_Fang » Thu Dec 13, 2012 6:10 am

And how would i do this?
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Re: Correctly changing the angle of a monster?

Postby taniwha » Thu Dec 13, 2012 12:33 pm

Leave others their otherness.
http://quakeforge.net/
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Re: Correctly changing the angle of a monster?

Postby mankrip » Fri Dec 14, 2012 2:13 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
User avatar
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Re: Correctly changing the angle of a monster?

Postby taniwha » Fri Dec 14, 2012 3:54 am

mankrip: maybe I should have been more explicit, but I didn't mean to read exhaustively. What you're doing is more or less how I got it: play a bit, read a bit, repeat. However, without a bit of reading, it's very difficult to understand just what information a dot product or cross product gives you. It's for that reason I recommend doing some reading.
Leave others their otherness.
http://quakeforge.net/
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