See demo file. I am attaching an object to the player. X and Y works perfectly but angle and Z does not. Turn the player around and the angle is jittery; try jumping and see the object "lag" behind the player's view.
https://dl.dropboxusercontent.com/u/473 ... racter.pk3
Warp does not consider angle and Z?
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- Major Cooke
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Re: Warp does not consider angle and Z?
Angle was never considered for interpolation. Only movement. That part's not a bug. I could try seeing if Warp can interpolate angle turns with a flag.
And for Z, if you use the chase console command you'll see both actually line up perfectly and never deviate, so it's only to deal with the player's view itself.
And for Z, if you use the chase console command you'll see both actually line up perfectly and never deviate, so it's only to deal with the player's view itself.
Re: Warp does not consider angle and Z?
I wonder how come the object lags on Z only. You can set the player to move as fast as you want and the X and Y will stay locked to the camera's view.
- Major Cooke
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Re: Warp does not consider angle and Z?
That's to let the player gain ducking room when they land or ascend up some stairs. Smoother movement and such.
Re: Warp does not consider angle and Z?
Solved the Z problem. To compensate for the camera Z interpolation, I subtract the player's Z velocity from the Z coordinate in the warp parameter. Might look wrong in third person or multiplayer but I don't really care about that. Now the angle problem remains...
