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Help?
Not really sure how to start on this, and the Wiki doesn't help me out at all with what I'm looking for..
I'm interested in making something such as like a pitcher pitching the baseball.. and how how he has to aim.. Is there a way to merge that with Graal, I think I have seen it before.. Aiming: Slightly difficult and maybe its a bit un-steady were the player would need to get it into the certain "box" area or w/e.. Can someone maybe show me a template or tell me how I would go about scripting this.. |
Just define an area where the mouse could click in, and every time the mouse is clicked, send the ball, and check if it was in the designated strike zone.
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That's basically defining what I just said into a better explanation.. How would I go about defining an "area where the mouse could click in".. And I want it to be harder than just clicking the designated area and have the ball fly there.. It needs to be more difficult
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We aren't going to design your idea for you. Give us an exact idea what you want before making ambiguous requests.
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I have my own idea what do you not get, want me to get more specific?
Maybe crosshairs and the crosshairs move back and forth, up and down and what not.. and you have to struggle and get the crosshairs into the designated area "circle or square in the middle" and click and the ball goes flying and if you make it in the designated area, I guess I can go from there.. |
you can use overshoot physics, and can adjust the constant based on how difficult you want it to be.
Basically, the cursor follows the mouse movement on an imaginary spring (like a bungee cord), and when you stop, it continues in motion until it reaches the max spring potential and recoils back. You can also add random "collisions", ie induce a hit at a random angle to modify the x,y velocity unpredictably. You see this in those "Drunk pee" flashes. You can also model the same idea as an acceleration model. Quote:
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Imp just learned how to use triggers, and you use words like overshoot physics, random collisions, and acceleration model. >_<
To define a target area, you can use the simple mousex(/y) in |int, int|, in a timeout. As for aiming difficulty, I'm not sure how to that. I think that's where the fancy words Hell Raven uses comes in. Sorry if this is just rewording. :cool: |
I can model some example equations when I get home from work :)
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