New engine features

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A8 Commercial Goodies

 

The A7 Pro-only functions: session_open, session_connect, client_drop, session_close are also available inside A8 Commercial Edition now.

 

 

Regions

 

Wed can now define portal regions; select some objects, and then click "Add Region" to create a region. Portal regions can be used for clipping branches of the ABT or BSP tree and thus make the game run faster, to trigger events, etc.

 

aum95_beta1

 

 

c_ignore

 

The c_ignore function tells the c_rotate, c_trace, c_scan, or c_move calls to ignore the specified entity groups, offering a much better alternative to the IGNORE_FLAG2 method.

 

action group_1() // attach this action to the entities that need to be ignored by player's c_move instruction

{

       my.group = 1;

}

 

action players_code() // attach this action to your player

{        

       var movement_speed = 20;

       VECTOR temp;

       set (my, INVISIBLE);

       player = my;

       while (1)

       {

               my.pan -= 7 * mouse_force.x * time_step;

               camera.x = my.x;

               camera.y = my.y;

               camera.z = my.z + 50 + 1.1 * sin(my.skill44);

               camera.pan = my.pan;

               camera.tilt += 5 * mouse_force.y * time_step;

               vec_set (temp.x, my.x);

               temp.z -= 10000;

               temp.z = -c_trace (my.x, temp.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX) - 2;

               temp.x = movement_speed * (key_w - key_s) * time_step;

               temp.y = movement_speed * (key_a - key_d) * 0.6 * time_step;

               c_ignore(1, 0); // ignore all the entities that have their "group" parameter set to 1

               c_move (my, temp.x, nullvector, IGNORE_PASSABLE | GLIDE);

               wait (1);

       }

}