Von04 Posted December 13, 2011 Share Posted December 13, 2011 Does anyone have an example of AddBodyForceAtPoint to a picked object? I need the force to come from the angle of the camera to the picked object. I also need to do this is c++ and not in Lua. Any help would be appreciated. Quote 3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 13, 2011 Share Posted December 13, 2011 convert the relevant code from the fpscontroller.lua to c++ ? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted December 15, 2011 Share Posted December 15, 2011 Off the top of my head I would do it like this When you spawn a player or object that you want to shoot later: Put the class in an array eg. make a player class and manage all your players through a player class array. so player[0] points to the first instance of your player class etc. When you spawn a player do this: SetEntityKey(PlayerMeshEntity, "Player", "playerNumber"); // make playerNumber an actuall number like "1" whatever it will have to increment for every player of object Then you have: TPick Bullet; int hitPlayer; TVec3 force; if(LinePick(&Bullet, startPos, endPos)){ //Use startPos & endPos to calculate the vector for the force. You will also have to normalize the force and give it a multiplyer to suit your needs This might //help :http://www.leadwerks.com/wiki/index.php?title=AddBodyForceAtPoint force = /**a function of startPos & endPos I couldn't be bothered figuring it out right now**/; hitPlayer = atoi(GetEntityKey(Bullet.entity, "Player")); AddBodyForceAtPoint(player[hitPlayer]->playerBody, force, Vec3(Bullet.X, Bullet.Y, Bullet.Z)); } And thats it XD Disclaimer: This code is just for concept purposes you should be able to figure it out for your specific game based on the concept I have presented. Just don't copy it word for word Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
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