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  1. #1
    zutto's Avatar Active Member
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    detecting that you're stuck walking against tree?

    yep :|

    only way i can think of is looking your running speed

    throw me some ideas

    detecting that you're stuck walking against tree?
  2. #2
    BoogieManTM's Avatar Active Member
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    Code:
    if (moving) 
    {
         if (Location == OldLocation)
         {
               // Omfg, we're stuck!
          }
          OldLocation = Location;
    }
    Cheap and easy - or you can actually do distance checks to see how far you should've gone, and how far you actually did go.

    check out: http://mathproofs.blogspot.com/2005/...rediction.html
    Last edited by BoogieManTM; 04-11-2009 at 02:06 AM.

  3. #3
    jjaa's Avatar Contributor
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    Or you can use the TraceLine function and check if there is an object directly in front of you. I haven't tested this but it should work.

  4. #4
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by jjaa View Post
    Or you can use the TraceLine function and check if there is an object directly in front of you. I haven't tested this but it should work.

    I assume you're talking about CWorld::Intersect or is this some other function?

  5. #5
    Nesox's Avatar ★ Elder ★
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    Or you can calculate your current speed
    Speed = distance/time very basic math third grade or so.
    Or just read ure current speed from the client. Cant remember the offset tho

  6. #6
    jjaa's Avatar Contributor
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    Originally Posted by Cypher View Post

    I assume you're talking about CWorld::Intersect or is this some other function?
    0x007116B0 -> TraceLine
    From WoWX

  7. #7
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by jjaa View Post
    0x007116B0 -> TraceLine
    From WoWX

    Yeah same thing, WoWX just has the "wrong" name (CWorld::Intersect is ripped from the alpha).

  8. #8
    UnknOwned's Avatar Legendary
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    try /logic

    Well if you want a serious answer...
    I do not belive that CWorld::Intersect is usefull for checking if you are stuck.
    Go for what BoogieManTM told you.

  9. #9
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by UnknOwned View Post
    try /logic

    Well if you want a serious answer...
    I do not belive that CWorld::Intersect is usefull for checking if you are stuck.
    Go for what BoogieManTM told you.
    Actually it is, just not necessarily on its own.

    You can use it to check if your path is obstructed, then combine that with other checks. (Also you can avoid getting stuck preemptively with it)

  10. #10
    schlumpf's Avatar Retired Noggit Developer

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    The problem is that CWorld::Intersect wont tell you, where you will get stuck. You will only be able to check if you are stuck between both vectors.

    Is there any function telling, where the intersection is?

  11. #11
    g3gg0's Avatar Active Member
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    Originally Posted by BoogieManTM View Post
    Code:
    if (moving) 
    {
         if (Location == OldLocation)
         {
               // Omfg, we're stuck!
          }
          OldLocation = Location;
    }
    Cheap and easy - or you can actually do distance checks to see how far you should've gone, and how far you actually did go.

    check out: Math Proofs: Player Position Prediction

    wrong...
    imagine running up a wall where you climb up some pixels and fall down again.
    location changes, you have a (low and changing) run speed but you are still stuck.

    so you have to calculate the speed over a long period of time (~1sec or more)
    and check it for being lower than some 0,x coors per second.
    checking for "if ( speed == 0 )" will still fail in some cases since you move.
    not much but you move forward and backward at a small scale.

  12. #12
    schlumpf's Avatar Retired Noggit Developer

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    if you know that you're running at 1 m/s, you will be moving 1 meter every second. if the position twp seconds earlier is below 2 meters from the one now, you didnt move properly.

  13. #13
    UnknOwned's Avatar Legendary
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    Originally Posted by g3gg0 View Post
    wrong...
    imagine running up a wall where you climb up some pixels and fall down again.
    location changes, you have a (low and changing) run speed but you are still stuck.

    so you have to calculate the speed over a long period of time (~1sec or more)
    and check it for being lower than some 0,x coors per second.
    checking for "if ( speed == 0 )" will still fail in some cases since you move.
    not much but you move forward and backward at a small scale.

    Did you read the article he linked to?

  14. #14
    g3gg0's Avatar Active Member
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    yep, i did. standard maths.

    im referring to the thing he wrote in his post.
    doing it like that will just work in errrh maybe 10% of the "got stuck" cases.
    so its not an alternative (as he expressed), its just fail

  15. #15
    UnknOwned's Avatar Legendary
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    Originally Posted by g3gg0 View Post
    yep, i did. standard maths.

    im referring to the thing he wrote in his post.
    doing it like that will just work in errrh maybe 10% of the "got stuck" cases.
    so its not an alternative (as he expressed), its just fail

    I agree on that part, however i'm sure he did not mean it litterally, rather just as the site he linked to with "estimation".

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