Jump to content
The Dark Mod Forums

Moving an entity from A to B over time - how?


motorsep
 Share

Recommended Posts

Currently I got system that snaps a particular entity from location A to location B. So it's an instant movement.

 

What I need is the following. I need to move entity from A to B, not snap it, over the course of time. So instead of an instant snap, it will move from A to B in 2 sec (for example).

 

My guess it that I need to advance coordinate in SetWorldOrigin(I think that's what I use currently to change location of the entity) in a loop, but I am having brain fart and can't put it all together. I am thinking it could be SetWorldOrigin( currentOrigin ) where currentOrigin = ( destinationB - currentOrigin ) / granularity.

 

vector currentOrigin = sourceA;

vector granularity = '100 100 100' ;

 

delta = ( destinationB - currentOrigin ) / granularity;

 

loop begins

SetWorldOrigin( currentOrigin );

currentOrigin = currentOrigin + delta;

loop ends

 

Something like that?

 

I assume time should be in the condition of the loop? If so, how to I plug it in and have it updated? What if time runs out, but entity is still in between source and destination ? How would I make it where entity will move from A to B in the given time, guaranteed ? Thanks!

 

EDIT: Should I do something like the following ?

 

currentTime = time;

 

while (currentTime <= 2sec) {

... code in the loop from above ...

currentTime = currentTime + timeIncrement;

}

 

and timeIncrement probably would be 2 sec / ( (B - A) / 2 sec ) ?

Edited by motorsep
Link to comment
Share on other sites

Have a look at the script events for idMovers. I expect most if not all of those are vanilla doom3. To achieve what you are trying to do, you can specify either the speed or the time to reach the goal before calling moveToPos(x,y,z).

 

If that's no good, then you want to move your entity a fraction of the total distance each tic. You shouldn't rely on tics being spaced evenly in time, because other things might slow down the frame rate. So use the game clock. Something like:

vector destinationOrigin = $target.getOrigin(); // or whatever
vector startingOrigin = $mover.getOrigin();
vector journey = sys.vecLength( destinationOrigin - startingOrigin );
float moveStartTime = sys.getTime();
float journeyTime = 3; // seconds
float distance = sys.vecLength( journey );
float travelled = 0;

while ( travelled < distance )
{
  float timePassed = sys.getTime() - moveStartTime;
  float fracCompleted = timePassed /  journeyTime;
  $mover.setOrigin( startingOrigin + fracCompleted * journey );
  travelled = sys.vecLength( $mover.getOrigin() - startingOrigin );
  sys.waitFrame()
}

 

Edit: I see I mixed game code and script code in that example. If using a script, you want to sys.waitFrame() in the loop. If in game code, don't loop but set it up so the code in the loop gets called once per frame.

Edited by SteveL
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.

 Share

  • Recent Status Updates

    • jaxa

      RTX 3090 Super, RTX 3070 Ti 16 GB, RTX 2060 12 GB
      https://wccftech.com/nvidia-launching-rtx-3090-super-rtx-3070-ti-16gb-and-rtx-2060-12gb-by-january-2022/
      · 0 replies
    • duzenko

      CPU benchmark time - compiling DarkRadiant (2nd run)
      i5 8600K 6C/6T@4.4GHz DDR4 2x2133MHz 9MB cache
      Parallel builds: 1. 3:57 Parallel builds: 6 (default). 2:28 r5 1600AF 6C/12T@3.3GHz DDR4 1x2666MHz 16 MB cache, temp folder on HDD
      Parallel builds: 1. 5:05 Parallel builds: 4. 2:47 Parallel builds: 6. 2:55 Parallel builds: 12 (default). 2:57
      · 6 replies
    • nbohr1more

      Status updates are back so it is also a good time to return to contests!
      https://forums.thedarkmod.com/index.php?/topic/21095-christmas-connections-contest-2021
       
      · 0 replies
    • freyk

      Having seen the new scifi stuff from bladeghost/scythwraith, want to continue the cyberpunk project. Only one problem, can't map.
      · 1 reply
    • jaxa

      Behold, the brand new RTX 2060!
      NVIDIA ponders GeForce RTX 2060 re-release with 12 GB VRAM to paper over RTX 30 scarcity
      · 1 reply
×
×
  • Create New...