Pastaspace Posted February 2, 2016 Share Posted February 2, 2016 I understand that when using CharacterPhysics for an object, the physics shape will always been a cylinder. The question is, can I tweak any other aspect of it, such as its size? I've got small enemies and large enemies, and there are places that the small enemies can go that the big enemies (whose collision is the same size), shouldn't be able to go. Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 2, 2016 Share Posted February 2, 2016 As far as I know, the size is hard coded, unfortunately. I haven't tried this, but you can try to set your character's physics shape by changing SetShape() using http://www.leadwerks.com/werkspace/page/api-reference/_/shape/shapecylinder-r519 Quote Link to comment Share on other sites More sharing options...
Pastaspace Posted February 2, 2016 Author Share Posted February 2, 2016 Tried that, like I said, it seems the cylinder shape is hardcoded. Tried also attaching another shape to it, but that just lead to weird physics problems where things would go flying. Quote Link to comment Share on other sites More sharing options...
Pastaspace Posted February 23, 2016 Author Share Posted February 23, 2016 Gonna bump this, is there any way to have smaller characters controllers? Being stuck with human-sized colliders for my enemies is both frustrating and limiting. 1 Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 23, 2016 Share Posted February 23, 2016 I agree. I don't know why this can't be editable. Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 24, 2016 Share Posted February 24, 2016 It's not editable because of the navmesh. The navmesh generation actually uses the character controller dimensions to compute. It would be nice though to have the option to change it and maybe make multiple navmeshes or at least have control over what dimensions are used for advanced users. Quote Link to comment Share on other sites More sharing options...
Pastaspace Posted February 26, 2016 Author Share Posted February 26, 2016 Right, but can't we at least do things like say, change the character controller height? I can't see how the height of the cylinder at least would affect navmesh computation, and being stuck with a specific height also makes it extremely hard to do things like say, crawl through air ducts. Quote Link to comment Share on other sites More sharing options...
cassius Posted February 27, 2016 Share Posted February 27, 2016 You can make a character crouch to go thru small spaces. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Pfctink Posted February 27, 2016 Share Posted February 27, 2016 How can I make a character crouch? I have it set up, but the problem is, the character's height is the same. Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 27, 2016 Share Posted February 27, 2016 Yeah you can put it in crouch mode as a cassius said. But that's about it. Let's say you have a door frame in a game. The character controller might be around 6 feet. If you have a monster that was 12 feet tall, then how do you compute the navmesh? Do you choose the largest controller? What if you want the player to be able to hide or go through smaller areas? That's the problem with this. You could make the argument though that the navmesh be generated like it is now and then have the developer deal with it. Quote Link to comment Share on other sites More sharing options...
Pastaspace Posted February 27, 2016 Author Share Posted February 27, 2016 And what solutions would I use if I wanted other controllers to have big hitboxes? Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 27, 2016 Share Posted February 27, 2016 Hitboxes are unrelated. You would literally just make a bigger hitbox. I don't think I follow. If you are talking about the physics shape of the character controller, there are a few things you could do. One is to attach a physics shape to the controller, but this might get glitchy. Also, if it is larger than before, then the character won't be able to use pathfinding easily. You could make your own pathfinding solution, but that can be challenging if you are new to programming. Quote Link to comment Share on other sites More sharing options...
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