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  1. #1
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    Walking Help

    Can some one post some source codes how did they walk in World Of Warcraft Smoothly not like. Walk to this point then turn 180 degrees etc.

    I need to know how to use X Z Y Properly to walk smoothly (Plus some sauces how I should do it)


    ~Home

    Walking Help
  2. #2
    Maddin1803's Avatar Member
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    Um, shouldnt it be enough if you just correct your headding while walking ?
    Get xyz, calculate desired headding, let char turn until desired headding is reached, start walking, while walking calcute desired headding again, lets the char turn to the desired headding , repeat until you reach you target, in theory this should produce nice curves.

  3. #3
    streppel's Avatar Active Member
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    Writing quaternions is the better way, as yours would look very bottish
    NON-OBJECTIVE HYPOTHETICAL PSEUDO PROCESSOR SPEED.
    https://memegenerator.net/cache/instances/400x/9/10044/10285683.jpg

  4. #4
    Maddin1803's Avatar Member
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    i totaly agree with you, but depending on his questions i thought he would need a simple way, which he is able to implement by himself
    Other thinks would lead to copy and pasted code withouth a real knowledge what was done

  5. #5
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    Originally Posted by Maddin1803 View Post
    i totaly agree with you, but depending on his questions i thought he would need a simple way, which he is able to implement by himself
    Other thinks would lead to copy and pasted code withouth a real knowledge what was done
    I don't wan't to modify memory at all. I wan't to do it properly so nothing can lead me to botting or what
    If there are some code snippets I would appreciate (I do this for learning)

    ~Home

  6. #6
    Maddin1803's Avatar Member
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    You dont need to modify the memory for both ways, its just different way to make a curve from a to b, while using quaternions is by far the better way to not look that bottish
    In Both Cases, look up the math behind it, after you understood, its pretty straight forward implementing them.
    Its up to you how you turn the character, has nothing todo with the way you decide how to move from a to b
    Sorry no Snippets, but we dont even know in what language you want to do it

  7. #7
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    Originally Posted by Maddin1803 View Post
    You dont need to modify the memory for both ways, its just different way to make a curve from a to b, while using quaternions is by far the better way to not look that bottish
    In Both Cases, look up the math behind it, after you understood, its pretty straight forward implementing them.
    Its up to you how you turn the character, has nothing todo with the way you decide how to move from a to b
    Sorry no Snippets, but we dont even know in what language you want to do it
    I Haven't decided yet I'm just collecting background information

    Any lanugage will do for snippets (When I try to read them I will learn)

    Thanks all for your answers.

    ~Home

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