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InsideQC Forums • View topic - Wall jumping

Wall jumping

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Wall jumping

Postby dayfive » Sun Apr 22, 2007 3:44 am

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Postby Quake Matt » Sun Apr 22, 2007 12:14 pm

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Postby dayfive » Mon Apr 23, 2007 3:06 pm

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Postby Urre » Tue Apr 24, 2007 7:15 am

findradius will not find walls of any kind, not even brush entities afaik (someone correct me if I'm wrong), so I don't see the use of that in your case.
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Postby dayfive » Tue Apr 24, 2007 8:33 am

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Postby Quake Matt » Tue Apr 24, 2007 10:41 am

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Postby Spike » Tue Apr 24, 2007 2:33 pm

Yeah, just do a few different tracelines in a circle around the player. Set nomonsters to false and the trace will hit monsters/players too.

Any that have trace_fraction set to 1 didn't hit anything.
This will give you a value in trace_plane_normal.
Use trace_plane_normal to set the velocity of the player to travel away from the wall. If you're brave, you can try combining the normals from the different traces so jumping in a corner of a cube will bounce you into the center of the room.

findradius is impractical to use for finding moving platforms, and too clumsy to use to find the bounding boxes of monsters. Just use traceline and it'll tell you what it hit, the angle of what it hit, and where it hit.
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Postby Quake Matt » Tue Apr 24, 2007 8:58 pm

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Re: Wall jumping

Postby r00k » Wed Apr 25, 2007 5:41 am

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Re: Wall jumping

Postby dayfive » Wed Apr 25, 2007 7:32 pm

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Postby dayfive » Wed Apr 25, 2007 8:57 pm

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Postby r00k » Fri Apr 27, 2007 6:38 am

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Postby dayfive » Sat Apr 28, 2007 4:50 pm

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Postby dayfive » Mon Apr 30, 2007 5:31 am

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Postby dayfive » Mon Apr 30, 2007 5:46 am

Here's an animated gif of me doing it

Image

I just based it off of r00k's wall jumping code so i have no idea why people are having trouble....
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