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Pawn Wall walking and directional gravity

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    #91
    Hi mwadelin,
    your code helped me a lot...
    Currently I am trying to create a first person pawn that can walk on walls.
    The cam rotation works just fine, but if I try to edit the ProcessMove function it has no effect in-game.
    do you have an idea how to override this function?
    (I am using PHYS_Spider just like you)

    My UpdateRotation Function
    Code:
    var rotator     tempRot;	
    var vector	backupFloor;
    
    function UpdateRotation( float DeltaTime )
    {
    	local MyPawn thePawn;
    	local Vector VecFloor;
    	local Rotator ViewRotation;
    	local Quat RotQuat;
    	
    	thePawn = MyPawn(Pawn);
    	
    	if(thePawn.IsJumping){
    		VecFloor = backupFloor;
    	}else{
    		VecFloor = thePawn.Floor;
    		backupFloor = thePawn.Floor;
    	}
    	tempRot.Yaw += PlayerInput.aTurn;
    	tempRot.Pitch += PlayerInput.aLookUp;
    
    	RotQuat = QuatFindBetween (vect(0,0,1), VecFloor);
    	RotQuat = QuatProduct( RotQuat, QuatFromRotator(tempRot) );
    	ViewRotation = QuatToRotator(RotQuat);
    	if (Pawn!=none){
    		Pawn.SetDesiredRotation(ViewRotation);
    	}
    	SetRotation(ViewRotation);
    	thePawn.SetRotation(ViewRotation);
    }
    I also changed alot of your other src-code an well, everything works exapt the movement (the higher the angle of the wall the slower you are walking up + on walls with the normal (X,Y,0)T you have only movement in X or Y direction but not up the wall...)

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      #92
      I found this thread and i think the problem that mwadelin had is related to the bounding box, right now im having the same issue, maybe together we can find the problem that we have with pawns that are trying to walk on walls.
      this is also my thread.

      http://forums.epicgames.com/threads/...with-pawn-axis

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