PerfectWorld
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Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
T/C -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
Problem solved! char_battle.cpp - >> pkVictim->SetSyncOwner -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
UP! -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
up -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
up! -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
Up -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
Please look, i really need this fix, thx -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
UP -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
Up -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
The problem could be from the attack if the monsters can throw me -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
void CActorInstance::__PushCircle(CActorInstance & rVictim) { const TPixelPosition& c_rkPPosAtk=NEW_GetAtkPixelPositionRef(); D3DXVECTOR3 v3SrcPos(c_rkPPosAtk.x, -c_rkPPosAtk.y, c_rkPPosAtk.z); const D3DXVECTOR3& c_rv3SrcPos = v3SrcPos; const D3DXVECTOR3& c_rv3DstPos = rVictim.GetPosition(); D3DXVECTOR3 v3Direction; v3Direction.x = c_rv3DstPos.x - c_rv3SrcPos.x; v3Direction.y = c_rv3DstPos.y - c_rv3SrcPos.y; v3Direction.z = 0.0f; D3DXVec3Normalize(&v3Direction, &v3Direction); rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__PushDirect(CActorInstance & rVictim) { D3DXVECTOR3 v3Direction; v3Direction.x = cosf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.y = sinf(D3DXToRadian(m_fcurRotation + 270.0f)); v3Direction.z = 0.0f; rVictim.__SetFallingDirection(v3Direction.x, v3Direction.y); } void CActorInstance::__SetFallingDirection(float fx, float fy) { m_PhysicsObject.SetDirection(D3DXVECTOR3(fx, fy, 0.0f)); } It's like yours or other sources i compared. ActorInstanceBattle.cpp : [Hidden Content] -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
[Hidden Content] monsters can throw me, bu i can't throw mobs or players -
Falling problem
PerfectWorld replied to PerfectWorld's topic in Community Support - Questions & Answers
i searched, but i don't find the problem -
When attacking a character, he falls, but he is not thrown back. PROBLEM: Any solutions?