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#Actuallipsryme

Posted 05 December 2012 - 07:26 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check (ray trace) if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?


Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover and then interpolate this position during the animation?

#7lipsryme

Posted 05 December 2012 - 07:24 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check (ray trace) if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?


Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover ?

#6lipsryme

Posted 05 December 2012 - 07:24 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?


Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover ?

#5lipsryme

Posted 05 December 2012 - 07:24 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.
(I can do ray casts)

What I currently have is a check if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?


Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover ?

#4lipsryme

Posted 05 December 2012 - 07:22 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?


Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover ?

#3lipsryme

Posted 05 December 2012 - 07:20 PM

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?

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