Difference between revisions of "Talk:SetPos"
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→How to avoid Wall/Ceiling Collisions
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:::In-game, this will look a lot like the player is running through the air — which is exactly what Levitate used to look like. | :::In-game, this will look a lot like the player is running through the air — which is exactly what Levitate used to look like. | ||
:::[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 10:53, 23 December 2011 (EST) | :::[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 10:53, 23 December 2011 (EST) | ||
::::I believed I found a solution. In OBSE 20, they added a [[SetVelocity]]/[[GetVelocity]] pair of functions. Accounting for gravity and using a basic trig for flight-paths and flight-speed, it avoids wall/ceiling/obstacle/ground clipping altogether. For moving platforms, I imagine it would take making sure [[resetFallDamageTimer]] is always called each frame, and increasing player's downward Z velocity depending on the drop-speed of the lift. | |||
::::[[User:8asrun6aer|8asrun6aer]] 19:32, 23 December 2011 (EST); |