saindd Posted April 22, 2015 Posted April 22, 2015 Has anyone tried to modify the player class attributes regarding speed, friction, etc and make the gameplay to feel a bit more like Q3? I tried playing with the values a little bit, and comparing the movement side by side, but my T3D pawn seems to move either too fast or too jerky. Maybe i'm missing something? Has anyone tried to mimick other player controllers? Which techniques did you use? Quote
saindd Posted May 1, 2015 Author Posted May 1, 2015 Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D Quote
Johxz Posted May 1, 2015 Posted May 1, 2015 Also: does Torque suffer from http://en.wikipedia.org/wiki/Bunny_hopping? I wanted to implement this "bug" on my player pawn. :D I think you can script this... I don't see why not. But may be I'm wrong. Quote
buckmaster Posted May 8, 2015 Posted May 8, 2015 And if you want fast acceleration, you should probably up the runForce. I'm not sure exactly how Q3 feels. You might want to look into the Player source code - the updateMove method is scary, but it's at least kind of self-contained code that all has physical consequences, so it's not too hard to tweak, recompile and test. Quote
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