Jump to content

grant85

Members
  • Content Count

    4
  • Joined

  • Last visited

Profile Information

  • Gender
    Not Telling
  • Modding Interests
    Coder
  • Gaming Specialty
    Capture the Flag
    FFA
  1. That's what I needed and the comments help too. Thanks!
  2. I updated my original post to clarify that I am trying to teleport player A directly in front of player B and make player A face player B. Okay, I think I understand the first part, angles - origin = direction, but I'm lost on the rest of it. What is offset, a vector? How do you determine the values to put in the offset? If I wanted to teleport the person 45 units in front of the other, would that be {45.0f, 45.0f, 0}? As far as the parameters go: void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]+vecb[0]; out[1] = veca[1]+vecb[1]; out[2] = veca[2]+vecb[2]; } void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]-vecb[0]; out[1] = veca[1]-vecb[1]; out[2] = veca[2]-vecb[2]; } void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) { vecc[0] = veca[0] + scale*vecb[0]; vecc[1] = veca[1] + scale*vecb[1]; vecc[2] = veca[2] + scale*vecb[2]; }
  3. I am trying to do this via the game code rather than scripting.
  4. I am trying to design a function to teleport player A to directly in front of player B and make him face player B. However, I am not familiar enough with vectors and the vector functions to achieve this. How can I determine an origin x units from where player B is facing? And how can I ensure that the player spawns on the ground, not in the ground or in the air?
×
×
  • Create New...