Yue Posted March 21, 2019 Share Posted March 21, 2019 This is really crazy, I take it for granted that crouching doesn't work, this because in the documentation, it says it's something for a future development version. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput But if it works, it seems that not all features of the setinput work. Quote Link to comment Share on other sites More sharing options...
cassius Posted March 21, 2019 Share Posted March 21, 2019 crouch works in my game but it was written a couple of years ago. maybe something changed. 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...
Rick Posted March 21, 2019 Share Posted March 21, 2019 When dealing with crouching it has to do with the character controller. In your screenshot we can't see your character controller as you don't have physics debugging enabled. If you are able walk under that ceiling you have, then crouching is working. Crouching in SetInput() has nothing to do with your character model itself. If you want your character to appear crouching then you'll have to manually play that animation on your character model to get that. 1 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 23, 2019 Share Posted March 23, 2019 The problem is there is no auto check to see if they can stand up so you can stand up inside an object, unless you write your own check. 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...
Yue Posted March 23, 2019 Author Share Posted March 23, 2019 1 hour ago, Josh said: The problem is there is no auto check to see if they can stand up so you can stand up inside an object, unless you write your own check. I would like you to consider in the very near future, GetRadius, SetRadius, GetHeight, SetHeigh for the character controller. 2 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 23, 2019 Share Posted March 23, 2019 53 minutes ago, Yue said: I would like you to consider in the very near future, GetRadius, SetRadius, GetHeight, SetHeigh for the character controller. These will likely not be introduced in 4.x. From previous discussions, it sounded like a lot of work to alter the navigation system. For that matter, same goes for dynamic navigation, where you could open a door and the nav mesh changes. 2 Quote Link to comment Share on other sites More sharing options...
tipforeveryone Posted March 26, 2019 Share Posted March 26, 2019 Without dynamic nav mesh, enemy AI character can only do a "zombie style", keep tracking and get close to its target, no environment interaction, the dark side of Leadwerks Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 26, 2019 Share Posted March 26, 2019 I agree that this could be the biggest step forward in Turbo, if introduced (right there with being much faster/able to handle more bone animations). Not sure how this is implemented in an infinite world. Quote Link to comment Share on other sites More sharing options...
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