PlaneShift
Gameplay => Wish list => Topic started by: Yaniel on December 06, 2009, 11:56:32 am
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ATM it seems that the Y axis is completely ignored in the combat distance check. That makes it possible for npcs to kill you with a sword while standing 3-4 meters below you (for example in the stairs in the laanx dungeon: go down, aggro one of the thugs, run up the stairs until you are above the thug and stop to get killed. doesn't work always, because sometimes the thugs lose interest too easily, but if they don't, you might very well die.)
EDIT: Should this go to the bug tracker?
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yes sirree it does!
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I believe that would be the z axis though as x-y would be forward/back-left/right and z is up/down
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yes it's z in crystal space for altitude
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yes it's z in crystal space for altitude
Are you sure about this? CS 1.2 manuals talk about Z-axis to move the camera forward and Y-axis to rotate around to turn the camera left or right. To me it looks like the Y-axis is pointing up and I think it would be the OpenGL standard to define them so.
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yes it's z in crystal space for altitude
Are you sure about this? CS 1.2 manuals talk about Z-axis to move the camera forward and Y-axis to rotate around to turn the camera left or right. To me it looks like the Y-axis is pointing up and I think it would be the OpenGL standard to define them so.
I think you ran afoul of a frame of reference issue. AFAIK convention for world coordinates is x is breadth, y is depth and z is height. For monitor or camera coordinates x is breadth, y is height, and z is depth.