YouGroove Posted February 13, 2014 Share Posted February 13, 2014 How to be able to block the player from walking when the terrain angle would be for example 70° ? I mean this is Raycasting or collison detection in OnCollide() ? What is the math formula to have the angle on a terrain for a 3D point and the walking direction ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Naughty Alien Posted February 13, 2014 Share Posted February 13, 2014 ..something like this will do .. Quote Link to comment Share on other sites More sharing options...
Rick Posted February 13, 2014 Share Posted February 13, 2014 This used to be a parameter to the character controller back in LE 2.x. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 13, 2014 Share Posted February 13, 2014 If you are using the build in character controller then your controller uses a locked 45 degree angle for slopes. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 13, 2014 Share Posted February 13, 2014 That's too bad. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 13, 2014 Author Share Posted February 13, 2014 If you are using the build in character controller then your controller uses a locked 45 degree angle for slopes. Strange i used character controller and beeing able to climb terrain big slopes like 70° ? Is this is locked : just not possible and too bad , i mean character controller driven by the player. This would lock lot of gameplay possibilites and would restrict your map design to take that in account. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted February 13, 2014 Share Posted February 13, 2014 I suppose this is because of the navmesh and AI movement commands. Would be nice to override per controller though so we can do it for the player if we wanted. I know we all wanted the navmesh but I think at some level we expected things to be a little more flexible than they are. 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 13, 2014 Author Share Posted February 13, 2014 What would be needed : - adjustable Cylinder collision shape (even if you could attach invisible collidable stuff to your char controller to make it bigger in collisions) - Slopes not fixed - Ability to use NavMesh points in Lua (to make our own physic characters) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
gamecreator Posted February 13, 2014 Share Posted February 13, 2014 The jitter when walking down ramps would be nice to be fixed too, preferably with an angle given by user. Quote Link to comment Share on other sites More sharing options...
Rick Posted February 13, 2014 Share Posted February 13, 2014 @gamecreator I believe Josh mentioned in the last beta update that the jitter was fixed. Do you opt into the beta steam version to test that? I haven't tested it yet. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted February 13, 2014 Share Posted February 13, 2014 Really?? I'll have to check that out. Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted February 15, 2014 Share Posted February 15, 2014 ..climb angle you can easy get from the example i have posted..its that simple, and it can be applied to all controllers you have on scene..it should be straightforward.. Quote Link to comment Share on other sites More sharing options...
Rick Posted February 15, 2014 Share Posted February 15, 2014 and it can be applied to all controllers you have on scene This would be a little misleading because people will think LE controller when you say that, but the LE controller can't angle like that. You, being more advanced than most, I'm sure meant non LE controller. @OP You should get able to get the angle of the normal and that should be the angle to rotate. If you think of a normal pointing straight up, then you think of your terrain's normal (possibly pointing out, the angle between those 2 would be how much to rotate. Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted February 16, 2014 Share Posted February 16, 2014 ..i guess controller is always aligned along gravity vector, so in that case proposed solution will work, provided that parameters are taken along direction controller is facing.. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.