Brutile Posted February 8, 2016 Share Posted February 8, 2016 I have a player and an enemy. The player has a mass of 10 and the enemy has a mass of 1. When the enemy isn't moving, I can push it, but if the enemy is moving using GoToPoint or SetInput, it doesn't budge. But if it is in the air, I can. Anyone know why? Or how to fix this? It's not a huge deal, but if it's a bug, then it's better to get it out there. Quote Link to comment Share on other sites More sharing options...
Nexerade Posted February 9, 2016 Share Posted February 9, 2016 I guess NPCs can move everything movable on their way if they can collide? Cause if you would do a terrain and make a nav mesh, and after you would make a wall between the nav mesh, NPC would just go through. So I guess you have to edit AI file. Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
Brutile Posted February 9, 2016 Author Share Posted February 9, 2016 But the problem is; the player and enemy both use SetInput to move, and the player has a much higher mass and movement speed, so therefore the player should be able to push the enemy, not just get stuck on it. Quote Link to comment Share on other sites More sharing options...
Nexerade Posted February 9, 2016 Share Posted February 9, 2016 But what would happen if 1 object would push another object from it's path? (I mean it takes more code to make it work) If they are just have rails to move - they don't use any brain to bypass obstacles. Actually same with NAV meshes, as much as I know (Maybe I'm wrong, it's possible) they don't check anything on their way. But yeah, I guess it's not that hard to make them get directions again once something changed their old direction. Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
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