Dismounting vehicle problems
by Dusty Monk · in Torque Game Engine Advanced · 09/10/2008 (10:10 am) · 0 replies
Somewhere along the way I've started having dismount problems. That is, player dismounting from a vehicle. The code hasn't changed in anyway that I know of, but i"m not sure if it ever worked in TGEA 1.7.1 I know it worked in TGE 5.2 and *pretty* sure it worked in tgea 1.7.0
In any event, using standard code from the FPS starter kit to search for a clear spot above or beside the vehicle, move the player's transform to that location, set the animation to the root animation, and give them a little impulse. And of course to call unmount, and to transfer the client control object from the vehicle to the player.
The problem is, the player never leaves her scout animation, and she seems "hung up" on the vehicle. I thought maybe she wasn't getting clear of the vehicle's geometry when I set her transform, so I tried moving it WAY away, like 6 meters, but still has the same result. The player can't move, and she's stuck in her scout anim beside the bike. Eventually I get a "WoW that's Too much!" assert in the raycast code signifying too many collisions has occured.
If anyone's seen anything like this, insight would be greatly appreciated.
PS -- Dear GG. Assert messages like "Wow that's too much" and "Bad" are not terribly helpful. Love, Devon.
In any event, using standard code from the FPS starter kit to search for a clear spot above or beside the vehicle, move the player's transform to that location, set the animation to the root animation, and give them a little impulse. And of course to call unmount, and to transfer the client control object from the vehicle to the player.
The problem is, the player never leaves her scout animation, and she seems "hung up" on the vehicle. I thought maybe she wasn't getting clear of the vehicle's geometry when I set her transform, so I tried moving it WAY away, like 6 meters, but still has the same result. The player can't move, and she's stuck in her scout anim beside the bike. Eventually I get a "WoW that's Too much!" assert in the raycast code signifying too many collisions has occured.
If anyone's seen anything like this, insight would be greatly appreciated.
PS -- Dear GG. Assert messages like "Wow that's too much" and "Bad" are not terribly helpful. Love, Devon.
About the author
Dusty Monk is founder and president of Windstorm Studios, an independant game studio. Formerly a sr. programmer at Ensemble Studios, Dusty has worked on AAA titles such as Age of Empires II & III, and Halo Wars.