Difference between revisions of "Talk:SetVelocity"

10 bytes removed ,  15:46, 13 August 2011
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imported>Mitchalek
(Created page with "Velocity has to be applied every frame in order to work. I ran into a few problems trying to move Idle NPCs. It seems impossible to overcome the initial friction but moving them ...")
 
imported>Mitchalek
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Trigonometry is a must and calculating movement vectors with sine on X and Y axis:
Trigonometry is a must and calculating movement vectors with sin and cos:




<i>Set sineX to (source.GetPos x - target.GetPos x) / source.GetDistance target
<i>Set cos to (source.GetPos x - target.GetPos x) / source.GetDistance target


Set sineY to (source.GetPos y - target.GetPos y) / source.GetDistance target</i>
Set sin to (source.GetPos y - target.GetPos y) / source.GetDistance target</i>




Then multiply desired velocity on each X and Y with sine values to get target move from/to the source.
Then multiply desired velocity on X with cos and Y with sin values to get target move from/to the source.


Another problem I ran into was that game seems to apply gravity before velocity so I had to find a constant value that I would apply to Z axis in order to negate initial gravity or target would fall to the ground and cease to move because of the friction. I did some testing there using GetLocalGravity and value was something like -515. I tried experimenting with different Z velocities values until I reach antiG state and I found a sweet spot around 24 and I came to a conclusion that its actually gravity which is expressed in game units converted to feet by multiplying with (21+1/3). So in order to get that antiG constant use:
Another problem I ran into was that game seems to apply gravity before velocity so I had to find a constant value that I would apply to Z axis in order to negate initial gravity or target would fall to the ground and cease to move because of the friction. I did some testing there using GetLocalGravity and value was something like -515. I tried experimenting with different Z velocities values until I reach antiG state and I found a sweet spot around 24 and I came to a conclusion that its actually gravity which is expressed in game units converted to feet by multiplying with (21+1/3). So in order to get that antiG constant use:
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