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  1. #31
    shauno's Avatar Member
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    Originally Posted by Nesox View Post
    u can overwrite ure facing in memory to make ure toon turn instantley. just check what curFacing are then substract targetFaing with curFacing to get how much u need to turn then, calculate if left/right is the shortest and make a loop. and make sure you convert it to radians before you inject it.
    Damn haha, I was thinking about trying that as well but didn't think it would work xD

    FFS, its so simple and I thought it was TOO simple to work.. I thought it would just get overwritten straight away or something
    But yup, it works perfectly!
    Last edited by shauno; 10-23-2008 at 03:37 PM.

    Event based framework..
  2. #32
    shauno's Avatar Member
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    Anyone ever toggled autorun without using postmessage?
    Looking through to see if there's any memory to write to to toggle it

  3. #33
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by shauno View Post
    Anyone ever toggled autorun without using postmessage?
    Looking through to see if there's any memory to write to to toggle it
    You can use the InputControl class.

  4. #34
    shauno's Avatar Member
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    Been away for the weekend, thanks Cypher
    Gonna port the InputControl class to my C# project and see how we get on

    Getting some very bizarre results from waypointing, having autorun on while memory writing your heading, will turn the character model but still run in the continued direction, it's very bizarre to watch . Using the holding down left/right keys while correcting itself but still using the heading memloc while stopped works well, but it can get a bit dizzying watching it auto correct itself running haha, but it works great.

    Gonna continue work on this tomorrow, try to get some more features in here.. me and the GF gonna try and RAF level a bunch of 60's before xpan so fairly busy :P

  5. #35
    Cypher's Avatar Kynox's Sister's Pimp
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    You can use the IntputControl class to turn without keystrokes. There's a flag for it that you can pass the function. With a tiny bit of math you can do exact movements without the need to "brute force" overwrite the heading. (Its more 'humanlike')

  6. #36
    Nesox's Avatar ★ Elder ★
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    Originally Posted by shauno View Post
    Been away for the weekend, thanks Cypher
    Gonna port the InputControl class to my C# project and see how we get on

    Getting some very bizarre results from waypointing, having autorun on while memory writing your heading, will turn the character model but still run in the continued direction, it's very bizarre to watch . Using the holding down left/right keys while correcting itself but still using the heading memloc while stopped works well, but it can get a bit dizzying watching it auto correct itself running haha, but it works great.

    Gonna continue work on this tomorrow, try to get some more features in here.. me and the GF gonna try and RAF level a bunch of 60's before xpan so fairly busy :P
    ah forgot to tell u but if u send a keystoke with left/right u can run when u change the facing value but i guess cInputControl is better havent gotten that working yet tho, really busy with loads of shit atm.

  7. #37
    shauno's Avatar Member
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    Yep managed to get the movement pretty sharp/accurate and working well now.
    Was hoping to get some stuff done over the weekend but ended up getting a new computer put together and can't get my VS2008 DVD's from work until Monday >_<

    Intel E8400
    ASUS P5Q
    4GB DDR2-800
    Evga 9800GT 512MB
    2x Western Digital 640GB in RAID0

    A respectable upgrade from my old Pentium D 2.66ghz/2gb/7900gt

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