Search found 39 matches
- Wed Jan 16, 2013 5:47 am
- Forum: Questions and Help
- Topic: Getting character controller to move at varying input speed
- Replies: 6
- Views: 6068
Re: Getting character controller to move at varying input sp
Okay, reporting back, I got a pretty good feeling version of what I was looking for. In case anyone else wants to get rid of the Half-Life 2 style jump accelerating (where maxSpeed gets violated if you steer laterally while you're jumping), and they want to do it without breaking the floating behavi...
- Wed Jan 16, 2013 4:44 am
- Forum: Questions and Help
- Topic: Getting character controller to move at varying input speed
- Replies: 6
- Views: 6068
Re: Getting character controller to move at varying input sp
Aaaand you are absolutely right, sir. I was using an outdated version of the character controller missing that special case. Putting the new one in now... That will teach me to be lazy about updating the character controller when I upgrade to new versions. Sorry to waste your time Norbo, I try to on...
- Wed Jan 16, 2013 1:46 am
- Forum: Questions and Help
- Topic: Getting character controller to move at varying input speed
- Replies: 6
- Views: 6068
Re: Getting character controller to move at varying input sp
Hey Norbo, so after some testing, I'm willing to admit I was imagining the instant deceleration on the ground! But the main reason I was imagining it is that something weird does happen while the character is floating. I'm testing this with the SpeedScale property implemented just as you have it in ...
- Tue Jan 15, 2013 10:01 pm
- Forum: Questions and Help
- Topic: Getting character controller to move at varying input speed
- Replies: 6
- Views: 6068
Re: Getting character controller to move at varying input sp
Cool, checking out the development fork now... seems I was editing my message just as you were typing your reply once again. Sorry about that -- didn't add anything new, was just trying to clarify.
- Tue Jan 15, 2013 9:12 am
- Forum: Questions and Help
- Topic: Getting character controller to move at varying input speed
- Replies: 6
- Views: 6068
Getting character controller to move at varying input speed
Hey Norbo! I've been looking around in the Character.HorizontalMotionConstraint class for a while and can't quite wrap my head around everything going on there, so I thought I'd ask this one. I want analog stick input to control the speed my character moves. So pressing the analog stick 20% of the w...
- Thu Dec 20, 2012 11:10 pm
- Forum: Questions and Help
- Topic: Is there a way to customize bounce behavior?
- Replies: 2
- Views: 2780
Re: Is there a way to customize bounce behavior?
brilliant, thanks a lot Norbo! I am indeed going for very unrealistic, platformery physics. The game is basically like A Link to the Past, or perhaps Secret of Mana, except obviously, with far more complex physics and jumping integrated into the gameplay... so maybe the Ys games would be a more apt ...
- Thu Dec 20, 2012 10:16 pm
- Forum: Questions and Help
- Topic: Is there a way to customize bounce behavior?
- Replies: 2
- Views: 2780
Is there a way to customize bounce behavior?
I'm having a bit of trouble with CollisionResponseSettings.BouncinessVelocityThreshold. If I set it high enough that objects stop bouncing on the ground as soon as I want them to, then objects which are flying at walls often simply stop and fall to the ground, or slide along the wall, instead of bou...
- Fri Nov 30, 2012 7:51 pm
- Forum: Questions and Help
- Topic: Getting Char Controller to Act Like Normal Physics Entity
- Replies: 4
- Views: 3745
Re: Getting Char Controller to Act Like Normal Physics Entit
Thanks Norbo! (Boy am I glad I asked).
- Fri Nov 30, 2012 1:24 am
- Forum: Questions and Help
- Topic: Getting Char Controller to Act Like Normal Physics Entity
- Replies: 4
- Views: 3745
Re: Getting Char Controller to Act Like Normal Physics Entit
Hmm... as is the way of these things, your post leads me to another, deeper question. I'm basically wanting the character controller to behave like a normal physics entity while they are reacting to a hit, so the character can be launched into the air and bounce across the ground, etc. The main reas...
- Thu Nov 29, 2012 8:47 pm
- Forum: Questions and Help
- Topic: Getting Char Controller to Act Like Normal Physics Entity
- Replies: 4
- Views: 3745
Getting Char Controller to Act Like Normal Physics Entity
Hey Norbo! I'm wondering if I can get my character controller to behave temporarily like a normal physics object, with normal material interactions, and then switch back to the standard character controller behavior with zero friction and bounciness. I just tried adding a delegate instance to the ch...
- Tue Oct 30, 2012 5:12 am
- Forum: Questions and Help
- Topic: Character Controller Crouching and Events
- Replies: 2
- Views: 2672
Re: Character Controller Crouching and Events
After a bit more investigation, I think what is happening is that the InitialCollisionDetected Event is being fired a second time and then CollisionEnded is being fired immediately after, as part of the same frame. So the collision which is ending must be the original one, and the Ended event just f...
- Tue Oct 30, 2012 4:52 am
- Forum: Questions and Help
- Topic: Character Controller Crouching and Events
- Replies: 2
- Views: 2672
Character Controller Crouching and Events
Hey Norbo, you miracle worker you. The Character Controller's capsule fires its InitialCollisionDetected event when it goes into crouch stance with objects it was already in contact with, without CollisionEnded being fired first. So for example, the InitialCollisionDetected gets fired when the chara...
- Tue Aug 14, 2012 3:21 pm
- Forum: Questions and Help
- Topic: Advice sought on fastest method for raycasting below objects
- Replies: 2
- Views: 2534
Re: Advice sought on fastest method for raycasting below obj
Brilliant! I thought maybe I was overthinking it. Thanks for once again doing my thinking for me, Norbo!
- Tue Aug 14, 2012 3:28 am
- Forum: Questions and Help
- Topic: Advice sought on fastest method for raycasting below objects
- Replies: 2
- Views: 2534
Advice sought on fastest method for raycasting below objects
Hey Norbo, I just wanted to ask your advice on the relative speeds of these two possible methods of getting this job done. I'm working on a graphically 2D legend of zelda style game, but with jumping and movable objects. Every creature and moving object has a shadow which is cast directly below it o...
- Sat Jul 07, 2012 9:20 am
- Forum: Questions and Help
- Topic: Using the Character Controller Body's Tag Property
- Replies: 2
- Views: 3405
Using the Character Controller Body's Tag Property
Specifically, the CollisionInformation.Tag property. Is there any way to use the CharacterController but still be able to use the body's tag property for tying together game logic? I was just trying to substitute in the CharacterController for the old SimpleCharacterController I've been using, and i...