Difference between revisions of "Talk:SetPos"

518 bytes added ,  19:32, 23 December 2011
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imported>DragoonWraith
imported>8asrun6aer
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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);
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