Comments (6)
m_moveAngles
- is movement direction, t has nothing to do with the view angles. So if direction points "forward", the m_strafeSpeed
is in use.
If you want bot to stop you have to disable portions of navigation and avoidance code to make it work. Or just set strafe&move speed to zero.
P.S. what the point of preventing forward/backward and allowing right/left speed ?
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i want to improve combat movement, the bot should never move forward/backwards, only strafe like a human. what determines if the direction points "forward"?
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i want to improve combat movement, the bot should never move forward/backwards, only strafe like a human. what determines if the direction points "forward"?
Obviously the m_destOriign
which is by default destination path origin, if nothing else set.
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for example, if !usesKnife ()
on focusEnemy()
I want to stop all navigation, m_moveSpeed = 0.0f; m_moveToGoal = false;
no moving to goal etc., he should only strafe like a human left/right.
m_destOrigin = m_enemy->v.origin;
and go into combat strafe mode, (only IN_MOVERIGHT or IN_MOVEEFT) + checkWallOnRight/Left () is enough
however even now with the strafe in attackMovement ()
the bot still moves forward/backward. I do not understand what excatly causes this, lets say simply: if(!usesKnife () && (m_states & (Sense::SeeingEnemy))) // block forward/backward
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I can't replicate the problem, if move speed is set to zero in attackMovement ()
bots very rarely moves forward for me.
I bet you need to check body angles are faced against enemy too or take in account bot's body angles. take a look at setStrafeSpeed()
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I can't replicate the problem, if move speed is set to zero in
attackMovement ()
bots very rarely moves forward for me.I bet you need to check body angles are faced against enemy too or take in account bot's body angles. take a look at
setStrafeSpeed()
rarely is not acceptable if I want none. alright I will find out myself, thx
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