Jump to content

Torque 4: Third Person Free Camera With ScreenSpace Movement And Lock On Target


Steve_Yorkshire

Recommended Posts

Third Person Free Camera With ScreenSpace Movement And Lock On Target, that works in Torque 4 devhead as of today.

This is the FINAL (hopefully) version of this resource, I have now fixed my client-server predication issues. Needless to say, I had been looking the wrong place, and it was pretty much a 1 line fix.

 

Player.h

//in protected
//...
   SimObjectPtr<ShapeBase> mControlObject; ///< Controlling object

   SimObjectPtr<ShapeBase> mLockOn;//yorks - gamebase/shapebase object id we are locked on to, this keeps the camera pointing at this object

   /// @name Animation threads & data
//...

//down in public
//...
   ShapeBase* getControlObject();

   //yorks block
   F32 getLockOnHorizontal(ShapeBase* obj);
   F32 getLockOnVertical(ShapeBase* obj);
   void setLockOn(ShapeBase* obj);
   ShapeBase* getLockOn();
   void clearLockOn();//yorks end
   
   //
   void updateWorkingCollisionSet();
//...

Player.cpp

//...
Player::Player()
{
   mTypeMask |= PlayerObjectType | DynamicShapeObjectType;
//...
   dMemset( mSplashEmitter, 0, sizeof( mSplashEmitter ) );

   mLockOn = NULL;// 0;//yorks for locking on a shapeBase/gameBase id

   mUseHeadZCalc = true;
//..

And into the player's main player::updateMove where the action happens.

void Player::updateMove(const Move* move)
{
   struct Move my_move;
//...
  
         setImageAltTriggerState( 0, move->trigger[sImageTrigger1] );
   }

   //yorks >>>>>>>>>>>>>>>>>>>>>>>>>>>>
   F32 camZ = 0.0f;
   GameConnection* con = getControllingClient();
   bool thirdP = false;
   if (con && !con->isFirstPerson())
      thirdP = true;//yorks end <<<<<<<<<<<<<<<<<<<<<<<<<<<<

   // Update current orientation
   if (mDamageState == Enabled) {
      F32 prevZRot = mRot.z;
	  mDelta.headVec = mHead;

      bool doStandardMove = true;
      bool absoluteDelta = false;
      //GameConnection* con = getControllingClient();//yorks moved above now

#ifdef TORQUE_EXTENDED_MOVE
  //...

Now find the doStandardMove and replace it.

      if(doStandardMove)
      {
         //yorks new
         F32 p = move->pitch;
         F32 y = move->yaw;
         //yorks >>>>>>>>>>>>>>>>>>>>>>> moved below for first person only
         /*F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
         if (p > M_PI_F) 
            p -= M_2PI_F;

         mHead.x = mClampF(mHead.x + p,mDataBlock->minLookAngle, mDataBlock->maxLookAngle);

         F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
         if (y > M_PI_F)
            y -= M_2PI_F;*/

         /*if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
         {
            mHead.z = mClampF(mHead.z + y,
                              -mDataBlock->maxFreelookAngle,
                              mDataBlock->maxFreelookAngle);
         }
         else
         {
            mRot.z += y;
            // Rotate the head back to the front, center horizontal
            // as well if we're controlling another object.
            mHead.z *= 0.5f;
            if (mControlObject)
               mHead.x *= 0.5f;
         }//yorks end of moved below for first person <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
         */
         // yorks start >>>>>>>>>>>>>>>>>>>>>>>>>>
            //if (((move->freeLook && isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))//out no freelook now
            if (thirdP)//if not default to first person stock code below
            {
               if (!mLockOn.isNull())
               {
                  //think we might need a check to see if mLockOn is a real thing?
                  if (!mLockOn->isProperlyAdded())
                     setLockOn(NULL);
               }
               else
               {
                  //yorks moved down here
                  mHead.x = mClampF(mHead.x + (p * 0.5f), -1.4f, 0.9f);//direct values now//yorksmDataBlock->minLookAngle, mDataBlock->maxLookAngle);//yorks added 0.5f to slow p down a bit

                  //let us run the camera around in a big old never ending circle
                  F32 camRot = mHead.z + (y * 0.5f);//slow y down a bit, techincally you should do this input script mouse sensitivity, also see p above
                  //constrain the range of camRot within pi*2
                  /*if (camRot > M_PI_F)
                     camRot -= M_2PI_F;
                  else if (camRot < -M_PI_F)
                     camRot += M_2PI_F;*/
                  camRot = mWrapF(camRot, 0.0f, M_2PI_F);//yorks use the new method
                  mHead.z = camRot;
                  // mHead.z = mClampF(mHead.z + y,
                                    // -mDataBlock->maxFreelookAngle,
                                    // mDataBlock->maxFreelookAngle);//yorks end
                  //Con::printf("camRot/mHead.z %f", camRot);
               }
            }
            else
            {
               //yorks original code moved down here
               p *= mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f;
               if (p > M_PI_F)
                  p -= M_2PI_F;

               mHead.x = mClampF(mHead.x + p, mDataBlock->minLookAngle, mDataBlock->maxLookAngle);

               y *= mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f;
               if (y > M_PI_F)
                  y -= M_2PI_F;

               mRot.z += y;
               // Rotate the head back to the front, center horizontal
               // as well if we're controlling another object.
               mHead.z *= 0.5f;
               if (mControlObject)
                  mHead.x *= 0.5f;
            }
      //}//yorks end <<<<<<<<<<<<<<<<<<<<<<

         // constrain the range of mRot.z
         while (mRot.z < 0.0f)
            mRot.z += M_2PI_F;
         while (mRot.z > M_2PI_F)
            mRot.z -= M_2PI_F;
      }

	  mDelta.rot = mRot;
//...

This is good for both first person view, our new third person camera, and AiPlayers.

Now replace the whole of;

if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())

//...
   if ((mState == MoveState || (mState == RecoverState && mDataBlock->recoverRunForceScale > 0.0f)) && mDamageState == Enabled && !isAnimationLocked())
   {
      F32 yawDiff = 0.0f;//yorks start
      if (thirdP)
      {
         GameBase* cam = con->getCameraObject();
         if (cam)
         {
            //get the camera's transform
            F32 pos = 1; MatrixF camTrans;
            cam->getCameraTransform(&pos, &camTrans);

            //flatten the transform to X&Y (so when the camera
            //is facing up/down the move remains horizontal)
            camTrans[9] = 0;
            camTrans.normalize();

            //create a move vector and multiply by the camera transform
            VectorF temp(move->x, move->y, 0);
            camTrans.mulV(temp, &moveVec);

            // get the z rotation of the camera for working with right stick aiming - don't need this here but have it for debugging below
            camZ = camTrans.toEuler().z;
            if (camZ < 0.0f)
               camZ += M_2PI_F;

            // Constrain the range of camZ within pi*2
            camZ = mWrapF(camZ, 0.0f, M_2PI_F);//yorks use the new method

            if ((!mIsZero(move->y)) || (!mIsZero(move->x)))
            {
               // This is make the player turn towards the direction that they are moving
               Point3F transVec = getTransform().getForwardVector(); //getVelocity();

               F32 tran = mAtan2(transVec.x, transVec.y);
               if (tran < 0.0f)
                  tran += M_2PI_F;

               mWrapF(tran, 0.0f, M_2PI_F);

               F32 moveDir = mAtan2(getVelocity().x, getVelocity().y);
               if (moveDir < 0.0f)
                  moveDir += M_2PI_F;

               yawDiff = moveDir - tran;

               //ignore very small rotations
               if (mFabs(yawDiff) < 0.005f && mFabs(yawDiff) > -0.005f)//yorks now less than a third of 1 degree//0.001f)//
                  yawDiff = 0.0f;

               if (!mIsZero(yawDiff))
               {
                  // now make sure we take the short way around the circle
                  if (yawDiff > M_PI_F)
                     yawDiff -= M_2PI_F;
                  else if (yawDiff < -M_PI_F)
                     yawDiff += M_2PI_F;
                  F32 slower;//slower exists to slow the turn down
                  slower = 0.15f;

                  mRot.z += yawDiff * slower;
                  mHead.z -= yawDiff * slower;//the camera is still attached to the player so we need to compensate for the player's new rotation
               }
            }

            if (!mLockOn.isNull())
            {
               F32 testVal = 0.0f;
               testVal = getLockOnHorizontal(mLockOn);
               mHead.z += testVal;
               //----------------------
               F32 headV = 0.0f;
               headV = getLockOnVertical(mLockOn);
               mHead.x += headV;
				
              //yorks this is what we forgot before - to update the headVec for a second time because we have altered it
               mDelta.headVec -= Point3F(headV, 0.0f, testVal);

               for (U32 i = 0; i < 3; ++i)//yorks safety
               {
                  if (mDelta.headVec[i] > M_PI_F)
                     mDelta.headVec[i] -= M_2PI_F;
                  else if (mDelta.headVec[i] < -M_PI_F)
                     mDelta.headVec[i] += M_2PI_F;
               }
            }
         }

         F32 dirSpeed = 0.0f;
         if (yawDiff < 0.785f)//0-45deg
         {
            if (mSwimming)
               dirSpeed = mDataBlock->maxUnderwaterForwardSpeed;
            else if (mPose == CrouchPose)
               dirSpeed = mDataBlock->maxCrouchForwardSpeed;
            else if (mPose == SprintPose)
               dirSpeed = mDataBlock->maxSprintForwardSpeed;
            else
               dirSpeed = mDataBlock->maxForwardSpeed;
         }
         else if (yawDiff > 5.497f)//315-360deg
         {
            if (mSwimming)
               dirSpeed = mDataBlock->maxUnderwaterForwardSpeed;
            else if (mPose == CrouchPose)
               dirSpeed = mDataBlock->maxCrouchForwardSpeed;
            else if (mPose == SprintPose)
               dirSpeed = mDataBlock->maxSprintForwardSpeed;
            else
               dirSpeed = mDataBlock->maxForwardSpeed;
         }
         else if (yawDiff > 0.784f && yawDiff < 2.356f)
         {
            if (mSwimming)
               dirSpeed = mDataBlock->maxUnderwaterSideSpeed;
            else if (mPose == CrouchPose)
               dirSpeed = mDataBlock->maxCrouchSideSpeed;
            else if (mPose == SprintPose)
               dirSpeed = mDataBlock->maxSprintSideSpeed;
            else
               dirSpeed = mDataBlock->maxSideSpeed;
         }
         else if (yawDiff < 5.496f && yawDiff > 3.926f)
         {
            if (mSwimming)
               dirSpeed = mDataBlock->maxUnderwaterSideSpeed;
            else if (mPose == CrouchPose)
               dirSpeed = mDataBlock->maxCrouchSideSpeed;
            else if (mPose == SprintPose)
               dirSpeed = mDataBlock->maxSprintSideSpeed;
            else
               dirSpeed = mDataBlock->maxSideSpeed;
         }
         else
         {
            if (mSwimming)
               dirSpeed = mDataBlock->maxUnderwaterBackwardSpeed;
            else if (mPose == CrouchPose)
               dirSpeed = mDataBlock->maxCrouchBackwardSpeed;
            else if (mPose == SprintPose)
               dirSpeed = mDataBlock->maxSprintBackwardSpeed;
            else
               dirSpeed = mDataBlock->maxBackwardSpeed;
         }
         moveSpeed = dirSpeed;
      }
      else
      {//yorks original movement code below
         zRot.getColumn(0, &moveVec);
         moveVec *= (move->x * (mPose == SprintPose ? mDataBlock->sprintStrafeScale : 1.0f));
         VectorF tv;
         zRot.getColumn(1, &tv);
         moveVec += tv * move->y;

         // Clamp water movement
         if (move->y > 0.0f)
         {
            if (mSwimming)
               moveSpeed = getMax(mDataBlock->maxUnderwaterForwardSpeed * move->y,
                  mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
            else if (mPose == PronePose)
               moveSpeed = getMax(mDataBlock->maxProneForwardSpeed * move->y,
                  mDataBlock->maxProneSideSpeed * mFabs(move->x));
            else if (mPose == CrouchPose)
               moveSpeed = getMax(mDataBlock->maxCrouchForwardSpeed * move->y,
                  mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
            else if (mPose == SprintPose)
               moveSpeed = getMax(mDataBlock->maxSprintForwardSpeed * move->y,
                  mDataBlock->maxSprintSideSpeed * mFabs(move->x));

            else // StandPose
               moveSpeed = getMax(mDataBlock->maxForwardSpeed * move->y,
                  mDataBlock->maxSideSpeed * mFabs(move->x));
         }
         else
         {
            if (mSwimming)
               moveSpeed = getMax(mDataBlock->maxUnderwaterBackwardSpeed * mFabs(move->y),
                  mDataBlock->maxUnderwaterSideSpeed * mFabs(move->x));
            else if (mPose == PronePose)
               moveSpeed = getMax(mDataBlock->maxProneBackwardSpeed * mFabs(move->y),
                  mDataBlock->maxProneSideSpeed * mFabs(move->x));
            else if (mPose == CrouchPose)
               moveSpeed = getMax(mDataBlock->maxCrouchBackwardSpeed * mFabs(move->y),
                  mDataBlock->maxCrouchSideSpeed * mFabs(move->x));
            else if (mPose == SprintPose)
               moveSpeed = getMax(mDataBlock->maxSprintBackwardSpeed * mFabs(move->y),
                  mDataBlock->maxSprintSideSpeed * mFabs(move->x));
            else // StandPose
               moveSpeed = getMax(mDataBlock->maxBackwardSpeed * mFabs(move->y),
                  mDataBlock->maxSideSpeed * mFabs(move->x));
         }
      }//yorks added to segregate original code from freecam 

      // Cancel any script driven animations if we are going to move.
      if (moveVec.x + moveVec.y + moveVec.z != 0.0f &&
         (mActionAnimation.action >= PlayerData::NumTableActionAnims
            || mActionAnimation.action == PlayerData::LandAnim))
         mActionAnimation.action = PlayerData::NullAnimation;
   }//this is all stock code down here
   else
   {
      moveVec.set(0.0f, 0.0f, 0.0f);
      moveSpeed = 0.0f;
   }
//...

Write and Read the packets to send our lockOn target's ghost over net.

void Player::writePacketData(GameConnection *connection, BitStream *stream)
{
   Parent::writePacketData(connection, stream);
   //...
   //yorks, at the bottom
   if (!mLockOn.isNull())
   {
      S32 ghost = connection->getGhostIndex(mLockOn);
      if (stream->writeFlag(ghost != -1))
         stream->writeRangedU32(ghost, 0, NetConnection::MaxGhostCount);
   }
   else
      stream->writeFlag(false);//yorks end
}


void Player::readPacketData(GameConnection *connection, BitStream *stream)
{
   Parent::readPacketData(connection, stream);
  //...
   //yorks at the bottom
   if (stream->readFlag())
   {
      S32 ghost = stream->readRangedU32(0, NetConnection::MaxGhostCount);
      ShapeBase* lock = static_cast<ShapeBase*>(connection->resolveGhost(ghost));//static_cast as we have a check for shapebase object when we assign it
      mLockOn = lock;// setLockOn(lock);
   }
   else
      mLockOn = NULL;// setLockOn(NULL);
}

At the bottom of the file add the maths and functions for the lockOn target.

/yorks start to end of file
F32 Player::getLockOnHorizontal(ShapeBase* obj)
{
   //face to look at the object's center - no look at it's base to keep the camera higher
   Point3F centerLock = mLockOn->getPosition();

   //get the vector from us to the target and break it down to x (up/down) and z horizontal rotation
   Point3F ourCenter = getBoxCenter();// use our center to their base for additional vert rotation
   VectorF lookAtVec = centerLock - ourCenter;
   lookAtVec.normalize();//just in case

   //get the angle in radians and then invert it as we want to be at the far side of our player --- apparently doesn't need inverting
   F32 viewRad = 0.0f;
   viewRad = mAtan2(lookAtVec.x, lookAtVec.y);
   viewRad = mWrapF(viewRad, 0.0f, M_2PI_F);//yorks use the new method

   F32 totalRad = mHead.z + mRot.z;
   totalRad = mWrapF(totalRad, 0.0f, M_2PI_F);//yorks use the new method

   F32 testVal = 0.0f;
   testVal = viewRad - totalRad;

   //ignore very small rotations
   if (mFabs(testVal) < 0.001f && mFabs(testVal) > -0.001f)//yorks //0.017f = 1 degree; 0.005f = 0.2864789 of 1 degree//0.001f
      testVal = 0.0f;

   if (!mIsZero(testVal))
   {
      // now make sure we take the short way around the circle
      while (testVal > M_PI_F)
         testVal -= M_2PI_F;
      while (testVal < -M_PI_F)
         testVal += M_2PI_F;

      //testVal = mWrapF(testVal, 0.0f, M_2PI_F);//this is not the fast turn above!!!! Must not have this for interlope

      if (testVal > 0.05f)//stagger the turn if large
         testVal = 0.05f;
      else if (testVal < -0.05f)
         testVal = -0.05f;
   }

   return testVal;
}

F32 Player::getLockOnVertical(ShapeBase* obj)
{
   //face to look at the object's center - no look at it's base to keep the camera higher
   Point3F centerLock = mLockOn->getPosition();

   //get the vector from us to the target and break it down to x (up/down) and z horizontal rotation
   Point3F ourCenter = getBoxCenter(); // use our center to their base for additional vert rotation
   VectorF lookAtVec = centerLock - ourCenter;
   lookAtVec.normalize();//just in case ;)

   //mHead.x = mWrapF(mHead.x, -M_HALFPI_F, M_HALFPI_F);lock it between half -Pi (-1.57) and half +Pi (+1.57)think it works better without
   F32 vertZ;
   F32 headV = 0.0f;

   F32 lenTo = lookAtVec.len();// len() or lenSquared() ?
   vertZ = mAtan2(mFabs(lookAtVec.z), mFabs(lenTo));

   if (ourCenter.z < centerLock.z)
      vertZ *= -1;
   vertZ = mWrapF(vertZ, -M_HALFPI_F, M_HALFPI_F);//yorks use the new method - lock it between half -Pi (-1.57) and half +Pi (+1.57)

   F32 totalRad = mHead.x + mRot.x;//mRot.x should be zero
   totalRad = mWrapF(totalRad, -M_HALFPI_F, M_HALFPI_F);

   headV = vertZ - totalRad;

   //ignore very small rotations
   if (mFabs(headV) < 0.001f && mFabs(headV) > -0.001f)//yorks //0.017f = 1 degree; 0.005f = 0.2864789 of 1 degree//0.001f
      headV = 0.0f;

   if (!mIsZero(headV))
   {
      // now make sure we take the short way around the circle
      while (headV > M_HALFPI_F)
         headV -= M_PI_F;
      while (headV < -M_HALFPI_F)
         headV += M_PI_F;

      //headV = mWrapF(headV, -M_HALFPI_F, M_HALFPI_F);//<<<<<<<<<<<this is not the above fast turn!!!! Must not have this for interlope

      if (headV > 0.05f)//stagger the turn if large
         headV = 0.05f;
      else if (headV < -0.05f)
         headV = -0.05f;
   }
   return headV;
}

void Player::setLockOn(ShapeBase* obj)
{
   if (!obj)
   {
      mLockOn = NULL;
      Con::printf("setLockOn no obj or not shapebase");
   }
   else if (!obj->isProperlyAdded())
   {
      mLockOn = NULL;
      Con::printf("setLockOn obj not properly added");
   }
   else if (obj->getDamageStateName() != "Enabled")
   {
      mLockOn = NULL;
      Con::printf("setLockOn obj dead");
   }
   else
   {
      if (bool(mLockOn))//Az thought this might help
      {
         clearProcessAfter();
         clearNotify(mLockOn);
      }
      mLockOn = obj;//set the lockOn object
      if (bool(mLockOn)) // Az thought this might help
      {
         processAfter(mLockOn);
         deleteNotify(mLockOn);
      }
   }
}

ShapeBase* Player::getLockOn()
{
   return mLockOn;
}

void Player::clearLockOn()
{
   mLockOn = NULL;
}

And finally after that, the script calls.

DefineEngineMethod(Player, setLockOnTarget, void, (ShapeBase* obj), , "set lockOn target object")
{
   object->setLockOn(obj);
}

DefineEngineMethod(Player, getLockOnTarget, ShapeBase*, (), ,
   "@brief Get player's lock on object. return 0 if no lockOn.")
{
   return object->getLockOn();
}

DefineEngineMethod(Player, clearLockOnTarget, void, (), ,
   "@brief Clear player's lock on object.")
{
   object->clearLockOn();
}

And there you have it, a third person free camera with a movement to screenSpace with a target lock on system.

Now you too can be Sleeping Torquedogs, Torque Ring or Grand Theft Kork 6!

Link to comment
Share on other sites

  • 1 month later...

Minor Fix: I noticed that when the player runs into something, they turn away from the point of collision. This is because the player's movement is in X and Y velocity, which is world space. When the velocity changes due to an obstruction, then the forward vector will rotate.

moveColbug1.gif

To get around this we need to swap X and Y velocity for the player's input move->x/y. Player move input is in screenspace, but by simply adding the camera Z transform, which we already have, we can get the relevant world space value.

In player.cpp, inside our above code in Player::UpdateMove, find where we are using the x/y velocity.

F32 moveDir = mAtan2(getVelocity().x, getVelocity().y);

We want to replace that with this:

//...
		//yorks out now, this will change due to collisions and turn the player when we don't want him to
		//F32 moveDir = mAtan2(getVelocity().x, getVelocity().y);
               F32 moveDir = mAtan2(move->x, move->y);//player input move is screenSpaced//<<<<<<<<<<<<<<<<<<<<<< new!
               moveDir += camZ;//add the camera Z axis view to make screenSpace into worldSpace//<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< new!

               if (moveDir < 0.0f)
                  moveDir += M_2PI_F;
//...
               

And that's it, 1 line out and 2 lines in. Don't think about using the mWrapF as it can cause the player object to choose the wrong direction to rotate on movement changes, stick with the += 2PI for both "moveDir" and the forwardVector transform "tran" above it.

Now the player will bravely faceplant into walls rather gutlessly turn away!

moveColbugFix.gif

 

Edited by Steve_Yorkshire
Link to comment
Share on other sites

  • 1 year later...
Posted (edited)

Minor update, I noticed whilst locked on to a moving target causes jitter. As a smallest effort possible hotfix I have the client look 1 tick ahead of the target's velocity and heading for it's renderPosition.

Changes to Player::lockOnHorizontal function

F32 Player::getLockOnHorizontal(ShapeBase* obj)
{
   //face to look at the object's center - no look at it's base to keep the camera higher
   if (!obj)
      return 0.0f;

   Point3F centerLock = getLockOnPredict(obj);//obj->getPosition();//yorks change

   //get the vector from us to the target and break it down to x (up/down) and z horizontal rotation
   Point3F ourCenter = getBoxCenter();// use our center to their base for additional vert rotation
//...

Changes to Player::lockOnVertical function

F32 Player::getLockOnVertical(ShapeBase* obj)
{
   //face to look at the object's center - no look at it's base to keep the camera higher
   if (!obj)
      return 0.0f;

   Point3F centerLock = getLockOnPredict(obj);//obj->getPosition();//yorks change!

   //get the vector from us to the target and break it down to x (up/down) and z horizontal rotation
   Point3F ourCenter = getBoxCenter();// use our center to their base for additional horiz rotation
//...

And the new Player::lockOnPredict function

Point3F Player::getLockOnPredict(ShapeBase* obj)
{
   //if the player is moving we need to get the move ahead
   Point3F pos = obj->getRenderPosition();// getPosition();
   Point3F vel = obj->getVelocity();
   Point3F finPos = pos;//give it a value for safety
   if (vel.isZero())// == VectorF::Zero)
   {
      //player is static we can return his position
      return pos;
   }
   else
   {
      vel *= 0.064f;//32 ticks a second and a tick behind
      finPos = vel + pos;

      if (isGhost())
         return finPos;
      else
         return pos;
   }
}

If the target is static it defaults to the original way, though now uses getRenderPosition rather than getPosition to help it synchronize better with what the player is actually seeing on screen.

Jitter bug Ai movement before above code (looks a lot worse in 1080p):

And after the world's fastest hack since somebody messed around with the Windows kernal 😜

 

Edited by Steve_Yorkshire
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...