Hanging on a border
by Adib Murad · in Torque Game Engine · 10/13/2005 (8:54 am) · 4 replies
Programmers,
I've been trying to make my character hang on a border. My strategy is:
1- While the player is on a jump I stretch the bounding box upwards;
2- If this taller bounds collide with an interior ledge, the player changes its position to stay hung on it. What is a "ledge"? It's a horizontal edge between two planes at 90 degrees.
The first part is easy. I change updateMove: in the "if" block where it calculates the acceleration from jumping I stretch the bounds and shrink it back.
The second part I have no idea how to do. I'd like to try to make things inside the engine before moving on to put a trigger to mark the ledge (wich would force me to fill my mission with triggers or force the artists to remember the damn trigger every single possible ledge).
I was reading interiorCollision.cc, but decided to stop and talk a little to you guys, trying to spare me some effort in the wrong direction. Any ideas?
Cheers
I've been trying to make my character hang on a border. My strategy is:
1- While the player is on a jump I stretch the bounding box upwards;
2- If this taller bounds collide with an interior ledge, the player changes its position to stay hung on it. What is a "ledge"? It's a horizontal edge between two planes at 90 degrees.
The first part is easy. I change updateMove: in the "if" block where it calculates the acceleration from jumping I stretch the bounds and shrink it back.
The second part I have no idea how to do. I'd like to try to make things inside the engine before moving on to put a trigger to mark the ledge (wich would force me to fill my mission with triggers or force the artists to remember the damn trigger every single possible ledge).
I was reading interiorCollision.cc, but decided to stop and talk a little to you guys, trying to spare me some effort in the wrong direction. Any ideas?
Cheers
#2
06/03/2007 (1:19 pm)
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#3
But a old game I played a lot called Rune, was running on the Unreal Tournament 436b engine.
The guys at Human Head did tweak the engine and added in Edge Grabbing.
They also released their C++ Headers to the pulblic last year Grab it Here!
06/03/2007 (1:51 pm)
I dont know if this can help you guys at all!But a old game I played a lot called Rune, was running on the Unreal Tournament 436b engine.
The guys at Human Head did tweak the engine and added in Edge Grabbing.
They also released their C++ Headers to the pulblic last year Grab it Here!
#4
If I were making hangable ledges in a game, I would start with this resource, and tweak it to fit my needs . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11502
I can't say how much work it will take to get it into TGE 1.5.2 (latest version), but it shouldn't be much effort since this resource is based on 1.5.0.
06/04/2007 (9:52 am)
Ben,If I were making hangable ledges in a game, I would start with this resource, and tweak it to fit my needs . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11502
I can't say how much work it will take to get it into TGE 1.5.2 (latest version), but it shouldn't be much effort since this resource is based on 1.5.0.
Torque Owner Ben Mathis