Game Development Community

Crouch and Prone Players

by Daniel Neilsen · in Torque Game Engine · 01/24/2002 (2:14 pm) · 14 replies

Has anyone done any code to alter the collission boxes for when the player is prone or crouching?

I am just not sure where to start on it :/

#1
01/25/2002 (5:19 am)
Can't you animate the collision boxes??
#2
01/25/2002 (6:03 am)
Collision information is created in max, so you dont have to code for this sort of thing.

Phil.
#3
01/25/2002 (7:10 am)
The collision with interiors is created in server/script/player.cs in the following line:

boundingBox = "1.2 1.2 2.3";

and not in 3dmax.

This line sets the size of the bounding box used for the player and as it is now its 2.3 meters high.

What we want to do is change that to match the player model when he crouch or prone so he can crawl in places he cant get to when standing up.

So bacily we need 3 different sized boundingBoxes and switch between them acording to the player.

Any ideas?

// Clocks out
#4
01/25/2002 (12:17 pm)
Clocks is right. The bounding box is defined in teh scripts and cannot be animated. YOu will have to switch the size on-the-fly.
#5
09/26/2003 (9:38 am)
This is interesting, any progress?

Where is the bounding box attached to the player?
#6
09/26/2003 (1:44 pm)
@Gregory: you did notice that the original thread has almost 2 years of being dead right?
#7
09/26/2003 (1:49 pm)
*snicker*
#8
09/26/2003 (2:25 pm)
Yeah... I noticed...

I also found the tutorial that deals with this...

It's also not fully up to date...

What was your point again?
#9
09/26/2003 (5:43 pm)
Almost to none, it would be wise to create a thread instead of bumping old ones and asking if there's "progress"... progress in 2 years? I'm sure there was, but you don't even know if the ppl in this thread is still around.. alive.. programming, whatever.
Just start a thread asking about it and sum 1 point to your created threads score ;)
#10
09/26/2003 (6:56 pm)
I've seen people start threads asking questions and they're told that they shouldn't have started a new thread, because there is already a thread about it. This guy uses an old thread and is told to start a new one. hmmm.................... Can't win on these forums. :)
#11
09/26/2003 (7:18 pm)
I think Willbkool is exactly right Xavier. What's your point other than not answering the question?...if you know.

I for one don't like the bounding box in the scripts but it seems that the bounding could be changed depending on the animation thread being called. I have no idea what that might do to performance. Does anyone know if the bounding box created in max changes with movement either?
#12
09/27/2003 (12:35 pm)
The Player class ignores the bounding box done in max... I dont think the exporter even exports it.
#13
09/27/2003 (3:20 pm)
Thanks, much better :)