Zamargo's Recent Forum Activity

  • Thanks much rojo, I am going to do some searching as suggested and see if I can comprehend some of the mathemagics going on!

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  • Okay, this is some wonderful examples BUT I was kind of looking to rotate and flat billboard with 2x2 mesh distortion points. I can possibly figure that out from the included examples but the examples given are basically making a full cube or ball out of many mesh distortion points and then rotating that which is much more complex than say a swirling billboard portal or a steering wheel that stands up and turns.

    I remade this post in another question because I didn't know how to modify the title.

  • Basically I am trying to make a steering wheel rotate for a game where you are inside of the vehicle, but in order to achieve this I have to keep it flat because when I stand it up with mesh distortion changing the angle just rotates the sprite away from the driver.

    I am almost sure you showed me the right place to look, even lucky enough to have the grand wizard rojo on it too! Thanks bud!

  • I am attempting to rotate a sprite billboard and just changes the direction that it is facing, but I am trying to rotate the graphic within the billboard instead of making it change directions. Any solutions?

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  • Way to go R0jOhound! That is the straightest bullet Solution I have seen yet, thanks. This provides a nice platform for me to build a first person accuracy mechanics and have it truthfully provide the center of the cone! :D

  • I would think the angle the player is facing would be highly involved in playing audio from location!

    If your right then I think you are going to have to make your own sound handling events, The 8 direction sprite example should help you because it has angle vs angle math and the word MODULO is what your looking for.

    Also there is a lot of discussion going on with getting the 3-d shot to fly straight, It seems to be a little more to it than meets the eye, starting with the word...Zscale and ending with the phrase shared velocity.

  • I think this is roughly new territory we are in for c3, but I have some ideas and am going to be trying to figure out more. It mentions that some of these 3dCamera properties return "3d unit vectors" which may be referring to some unique value like a string of multiple numbers. I am going to have to test that soon.

  • From my experience the suggestion of Sami424 is actually correct.

    1Z elevation is 17.4px. So if you wannt to raise the bullet 1px/tick you set the z elevation to self.zelevation+1/17.4 also you should take deltatime into account... you can then check the zhigh of an object against the zheight of the bullet and determine if they collide or not at a given point. How fast the bullet raises or falls is determined by the angle, but i have no idea how to calculate that, let me know if you can figure it out :D i would do some trial and error... but must be quite complicated. shooting straight is no problem tho.

    But as you are making a shooter, have you come up with an idea how to determine sound positions? this is quite important for an fps but with the current system C3 has for audio pos its very hard to do...

    1z elevation is not 17.4, it is different for every viewport size, that is what the Zscale function was made for. Also Construct 3 has a "play audio at position" action in the basic events for Audio.

    The reason that shooting straight in first person view using the 3d camera is not as easy as your thinking is because the Zevevation per tick creates a velocity that has to be subtracted from the speed because bullet speed behavior = X/Y ONLY and a bullet shooting almost straight up isn't going anywhere so far as bullet.speed or X/Y position wise.

  • Thanks r0j0hound, I haven't thought of trying it that way. Also sorry sami if I sounded frustrated thanks for replying too!

    Update: 3DCamera.Forward properties don't seem to work for me

    These values are always the same no matter what I do with the camera

    3DCamera.ForwardX = 1

    3DCamera.ForwardY = 0

    3DCamera.ForwardZ = 0

  • A bullet flying forward in this way wouldn't actually be in the game world so there would be no way to know when it is hitting a wall. So the calculations you would make to detect when it does hit something require you to come up with a formula that could have made the original bullet fly legitimately in the game world without faking it 2-d so none of this makes any sense.

    Your suggestion sounds like you haven't even tried the 3d camera very much otherwise your advice might contain the world ZScale in it, as somebody calculating angle would need to convert it to pixel in the first place to have a chance at all of working.

    The code I have in my example works fine just not at extreme angles the original poster here would probably be better off following the example in my question on this same subject than this advice.

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Zamargo

Member since 3 Jul, 2017

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