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camera height?

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Mexicouger
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« on: April 26, 2010, 04:58:36 pm »

Duke, I am very appreciative with all the help you have supplied me with so far. Thank you. But now I have yet another question. Where would I find the camera height and bounding box for the player?   would it`s bounding box box be like   setsize (self, '0 0 0', '24 24 32'); ( not the exact sam numbers of course.) But like that? And is this all done in q cor engine.
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DukeInstinct
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« Reply #1 on: April 26, 2010, 06:29:58 pm »

The camera height is based on the center of the bounding box and view_ofs_z.

If the center of the model is 0, 0, 0 then you'd use setsize like this.

setsize(self, '-16 -16 -16', '16 16 16');

I think the first vector parameter defines the bottom left rear corner (mins) and the second vector parameter defines the top right front corner(maxs) of the bounding box.
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Mexicouger
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« Reply #2 on: April 26, 2010, 09:28:52 pm »

I have made th eplayer height go from `0 0 22` to `0 0 82`. I have sized all the weapons and muzzleflashes to Show from this angle. Except firbullets. I can`t get that function to show the particles right. And also, I only edited the camera view and the top of the bounding box already went up. What sup with that?
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DukeInstinct
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« Reply #3 on: April 26, 2010, 10:08:33 pm »

You mean view_ofs right?

Unless you used setsize then the bounding box should stay the same.

If you're using Quake's original firebullets function then you should modify it so it takes into account the new view offset.
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Mexicouger
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« Reply #4 on: April 26, 2010, 10:21:03 pm »

I changed      self.view_ofs = `0 0 22`  to view_ofs = `0 0 82`. I expected a much bigger jump in camera view, but it wasn`t very much. What should I change my setsize too? I`m having some major problems with setsize. My current setsize is  (self, `-16 -16 -32`, `16 16 38`   should my size match with the view_ofs? And do you get annoyed at how many questions I ask?
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DukeInstinct
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« Reply #5 on: April 26, 2010, 11:08:55 pm »

Well you shouldn't have a view_ofs that goes outside your player's bounding box. You might see through the ceiling otherwise.

I'm not annoyed by your questions. They keep the forums somewhat active.
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Mexicouger
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« Reply #6 on: April 26, 2010, 11:22:36 pm »

HAha. I do see through the ceiling. Is there any way to edit the bounding box to make it bigger?
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DukeInstinct
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« Reply #7 on: April 27, 2010, 12:16:45 am »

setsize makes the bounding box bigger but I think that's only for entity to entity collisions not entity to world collisions. If it does work for world collisions then it will at least prevent you from going under low ceilings that your camera is too high for.
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Mexicouger
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« Reply #8 on: April 27, 2010, 06:11:12 am »

Ok,  So how Do I edit world to world collisions?
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Mexicouger
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« Reply #9 on: April 28, 2010, 08:50:05 am »

I changed the player height and synce d whatever needed to be changed. But the bounding box stopped me from going any further. Please help me finish this
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Sarge127
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« Reply #10 on: April 28, 2010, 03:24:08 pm »

In haloPC this is nothing.. so duke knows more coding than "I"!
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Mexicouger
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« Reply #11 on: April 28, 2010, 04:21:19 pm »

What do you mean? You can code?
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Sarge127
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« Reply #12 on: April 28, 2010, 05:48:12 pm »

Only a little. the coding has nothing to do with this topic.  Tongue
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