Q3-like player movement?

Scripting questions, discussions, etc
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saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Thu Apr 23, 2015 12:11 am
Has anyone tried to modify the player class attributes regarding speed, friction, etc and make the gameplay to feel a bit more like Q3? I tried playing with the values a little bit, and comparing the movement side by side, but my T3D pawn seems to move either too fast or too jerky. Maybe i'm missing something? Has anyone tried to mimick other player controllers? Which techniques did you use?
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Fri May 01, 2015 7:11 pm
Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D
Johxz
Posts: 441
Joined: Sat Feb 07, 2015 11:37 pm
by Johxz » Fri May 01, 2015 7:46 pm
Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D
I think you can script this... I don't see why not. But may be I'm wrong.
Duion
Posts: 1052
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun May 03, 2015 1:32 pm
You need to remove the delay for jumping.
buckmaster
Steering Committee
Steering Committee
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
by buckmaster » Fri May 08, 2015 5:28 am
And if you want fast acceleration, you should probably up the runForce. I'm not sure exactly how Q3 feels. You might want to look into the Player source code - the updateMove method is scary, but it's at least kind of self-contained code that all has physical consequences, so it's not too hard to tweak, recompile and test.
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