First Person Shot Simulator Project

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rohver
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Joined:2010-07-31, 01:33
Location:Maringa - Brazil
First Person Shot Simulator Project

Post by rohver » 2010-07-31, 02:14

Hi CA3DE Developers and Members of the forum!

-1st my english is bad!

-2nd I need of your help!

I'm in a university project and i building a first person shot simulator!
And for more realism on the simulator i have a problem in almost FPS games incluiding CSSource.
The trouble is in the aim and the look(eye) of the player, they are the same,

they "fuse" in a same point 0, and this is controled by the mouse,
What I need of you, is a help in the C++ Code of the CA3DE.
I need to make the LOOK and the AIM be separated.
The LOOK controled by 4 keys of the keyboard (lookup. lookdown, lookleft, lookright and this will be the "head" of the player)
the AIM controled by the mouse like standart (BUT there is no need of the weapon mdl "look at" the aim, and there is no limit for the aim sprite to move in the screen)
and finally the standart player STEPS (the body of the player)
with keys of the keyboard and respective actions in the game:
w= step foward
a= strafe left
d= strafe right
s= step backward
and define
z= move left (player rotate to the left forcing the head (eye) follow the same direction )
x= move right (player rotate to the right forcing the head (eye) follow the same direction)

If someone of you wants to help me, I am SO MUCH THANKFULL,
and I'll announce your help in my presentation or whatever be your request.
If you wants to help me, Send me for email the zipped modifiqued C++ Code to me replace it in the my CA3DE folders.

I am Roverson Wesley Dionizio
from Brazil, Parana, Maringá, CESUMAR

Thanks for the attention dudes!
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Carsten
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Re: First Person Shot Simulator Project

Post by Carsten » 2010-08-01, 01:05

Hi Roverson,
welcome the Cafu forums! :welcome:

It sounds like your feature is relatively easy to implement, you just have to modify the HUD to make the mouse cursor visible (or rather, use the crosshair as the mouse cursor!), and control the crosshair and the view direction separately as you described.

If you have specific technical questions, please let me know, I'm happy to help.
Best regards,
Carsten
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rohver
Posts:3
Joined:2010-07-31, 01:33
Location:Maringa - Brazil

Re: First Person Shot Simulator Project

Post by rohver » 2010-08-05, 02:19

Thanks for the courtesy! :D

Just like i said
I need:
The LOOK controled by 4 keys of the keyboard (lookup. lookdown, lookleft, lookright and this will be the "head" of the player, or the eyes of the entity)
the AIM (the cursor) controled by the mouse like standart (BUT there is no need of the weapon mdl "look at" the aim, and there is no limit for the aim sprite to move in the screen)
and finally the standart player STEPS (the body of the player)
with keys of the keyboard and respective actions in the game:
w= step foward
a= strafe left
d= strafe right
s= step backward
and define
z= turn left (player rotate to the left forcing the head (eye) follow the same direction )
x= turn right (player rotate to the right forcing the head (eye) follow the same direction)

What I need is this in Source Code of C++
I tried to do this, but i don't know much in this language on Windows applicatives, what I know in C++ is program consoles or microcontrolators for Industrial application.

If you help me, and do this Source Code for me, I am so glad, and I'll credit you on my apresentations, in Relatories and Methodologies or whatever be your request.

Thanks! :cheesy:
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Carsten
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Location:Germany
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Re: First Person Shot Simulator Project

Post by Carsten » 2010-08-05, 23:16

rohver wrote:If you help me, and do this Source Code for me,
I would much like to, but unfortunately I really don't have the spare time to do it, at least not until #34 and #26 are done.
The best you can do (both regarding speed of implementation and your understanding of the internal workings, and your ability to adjust or tweak things later) is to implement the changes yourself, and ask here if you have specific technical questions, which we're happy to help with at any time.
Another option is to commission us to implement this feature for you commercially, please contact us via email if you wish to do this. Commercial assignments receive utmost priority.
Best regards,
Carsten
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rohver
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Joined:2010-07-31, 01:33
Location:Maringa - Brazil

Re: First Person Shot Simulator Project

Post by rohver » 2010-08-06, 03:33

Ok! no problem for me do it in comercially terms.
I don't understand almost anything what I saw on the sorce codes! :lol:
Just let me know a email i can contact you!
I tried one now! check it please!


By the way, the render of your engine is lot better than the render Hammer! :D

Thanks Man! 8)
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