YouGroove Posted February 6, 2015 Share Posted February 6, 2015 When facing a BSP cube with half character height, if i keep walking on it and at same time quickly shaking camera left and right to make direction quick changes sometimes the character enters the volumes and not collide with BSP. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 I found that running backwards against geometry make it more easy to not collide and pass trought geometry more easy. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 Having that map would help a lot. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 The nil entity bug made i couldn't have a map, but i made a new one : Just go forward and backward with the character against the wall and the cube, when you reach the wall quickly press backward to go bacl to the cube in the center , when you collide with it again press quickly the key to go forward to the wall. Repaeating that you will have the character going throught cube or wall. How to test : - Create a new level - dezip Collision.map on your map folder - move 3Dperson.lua to Scripts/Objects/Player Run the game. Maps.zip Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 In the same map i made the center cube lot more bigger ,and going backward full speed with the character and also turning a little at same time i got it going throught all geometry. Once it get throught geometry, it seems it don't collide anymore with walls also. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 That's not surprising. He's moving very fast, so fast that he passes through the wall in one physics frame. Also, you should not multiply the walk speed by Time:GetSpeed(), as the physics simulation runs at a constant framerate. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted February 6, 2015 Author Share Posted February 6, 2015 I wanted fast moves as in this game, this is why i used such speed So for extreme cases the solution is to use raycast perhaps to detect walls and prevent fast overalps. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2015 Share Posted February 6, 2015 In this situation I would do the following: When the power slide move starts, hide the character controller and unhide a sphere, or a box with zero friction. Make sure swept collision is enabled for this. Push this object with forces or SetVelocity(). Once the slide is over, hide the object and unhide the character controller, repositioning it to be where the swept body stopped at. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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