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Disco's Mapping Blog

#11
Can't wait to play the map!! Those textures looking sexy. Smile
[Image: EmTbmQo.gif]
[Image: 8468e263f4a266c46b9c6e1439bf79e5.png]
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#12
jesus this looks insane!
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#13
I'm very impressed,it looks professionally made. I like your choice of textures.
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#14
(04-25-2017, 12:29 AM)Cookie Wrote: I'm very impressed,it looks professionally made. I like your choice of textures.

Well that is because it is professionally made. Duh..................
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#15
I made an easy to use, low entity anti-prespeed system for bhop/kz maps.
Explained in more detail in my gamebanana post

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#16
This map better be the best bhop map ever.
[Image: EmTbmQo.gif]
[Image: 8468e263f4a266c46b9c6e1439bf79e5.png]
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#17
I once attempted this project about a year ago and gave up.  Today I finally figured out the math and created velocity-redirecting portals.

[Image: Y4dyJFW.gif]

Thanks to EXE KL also for help.

The code for anyone who is interested
PortalTransform <- Entities.FindByNameNearest("portal_transform", self.GetOrigin(), 16)
PlayersIn <- {}

self.ConnectOutput("OnEndTouch", "OnEndTouch")

function ReceivePlayer()
{
// caller = the trigger which sent this input
// activator = the player who triggered this input
local other_scope = caller.GetScriptScope()
if (!other_scope.PlayersIn.rawin(activator))
{
PlayersIn[activator] <- true
DoTeleport(activator, other_scope.PortalTransform)
}
}

function OnEndTouch()
{
PlayersIn.rawdelete(activator)
}

function DoTeleport(player, from_portal)
{
local AngleDiff = PortalTransform.GetAngles() - from_portal.GetAngles()
printl("diff: "+AngleDiff)
player.SetOrigin(PortalTransform.GetOrigin())
local PlayerAngles = player.GetAngles()
player.SetAngles(0, PlayerAngles.y + AngleDiff.y, 0)

local Vel = player.GetVelocity()
local speed = Vel.Length()
local VelRadians = VectorAngles(Vel)
AngleDiff *= PI/180
VelRadians += AngleDiff
player.SetVelocity(AnglesVector(VelRadians)*speed)
}

function VectorAngles(vec)
{
local tmp, yaw, pitch = 0

if (vec.y == 0 && vec.x == 0)
{
yaw = 0
if (vec.z > 0)
pitch = 3*PI/2
else
pitch = PI/2
}
else
{
yaw = atan2(vec.y, vec.x)
if (yaw < 0)
yaw += 2*PI

tmp = sqrt(vec.x*vec.x + vec.y*vec.y)
pitch = atan2(-vec.z, tmp)
if (pitch < 0)
pitch += 2*PI
}

return Vector(pitch, yaw, 0)
}

function AnglesVector(ang)
{
local sp, sy, cp, cy = 0

sy = sin(ang.y)
sp = sin(ang.x)

cy = cos(ang.y)
cp = cos(ang.x)

return Vector(cp*cy, cp*sy, -sp)
}
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#18
You never cease to amaze me, man.

Stay curious!
[Image: giphy.gif][Image: LKC06gu.png]
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#19
you showed this to me already and im still mindfucked on the possibilities w this.
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#20
yer a wizard Harry Hymns
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