November 17, 20196 yr Anyone have any theories on how to implement moving with the wall so you're protected during zuk wave? I'd like to hear some thoughts.
November 17, 20196 yr You mean this bit? https://youtu.be/17ITEUEIP5Y?t=3965 You could have a series of coords, e.g. | ----------------- | ---------------- | ------------------ | x1,y,z x2,y,z x3,y,z x4,y,z And then: If wall x is > x1 & my player x is <= x1, move player to x2 If wall x is > x2 & my player x is <= x2, move player to x3 If wall x is > x3 & my player x is <= x3, move player to x4 etc. etc. etc. for however many points it takes for the motion to be fluid, and your player to follow the wall. The same applies for when the wall reaches the end, and flips direction: If wall x is < x4 & my player x is >= x4, move player to x3 If wall x is < x3 & my player x is >= x3, move player to x2 If wall x is < x2 & my player x is >= x2, move player to x1 You wouldn't necessarily program that as a series of if statements, this is just a general idea of the logic. Edited November 17, 20196 yr by Explv
November 17, 20196 yr Author 39 minutes ago, Explv said: You mean this bit? https://youtu.be/17ITEUEIP5Y?t=3965 You could have a series of coords, e.g. | ----------------- | ---------------- | ------------------ | x1,y,z x2,y,z x3,y,z x4,y,z And then: If wall x is > x1 & my player x is <= x1, move player to x2 If wall x is > x2 & my player x is <= x2, move player to x3 If wall x is > x3 & my player x is <= x3, move player to x4 etc. etc. etc. for however many points it takes for the motion to be fluid, and your player to follow the wall. The same applies for when the wall reaches the end, and flips direction: If wall x is < x4 & my player x is >= x4, move player to x3 If wall x is < x3 & my player x is >= x3, move player to x2 If wall x is < x2 & my player x is >= x2, move player to x1 You wouldn't necessarily program that as a series of if statements, this is just a general idea of the logic. Thanks for this. It's very helpful! Has all the information i need!
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