Difference between revisions of "Determining Ground Position"

Jump to navigation Jump to search
m
no edit summary
imported>8asrun6aer
m
imported>8asrun6aer
m
 
Line 13: Line 13:


For levitate spells I do something very similar. If you set the z coord and then next frame get the new z coord, if it is the same (or higher) you have hit the ground. You can detect explosive wall collisons in a similar manner but this is harder. -- Guidobot
For levitate spells I do something very similar. If you set the z coord and then next frame get the new z coord, if it is the same (or higher) you have hit the ground. You can detect explosive wall collisons in a similar manner but this is harder. -- Guidobot
: To see if an ''Actor'' has hit the ground yet, you can check its [[IsOnGround]] or [[IsInAir]] flags on each frame.  [[IsSwimming]] is also a good one to check if the actor hit water.  See those pages for any prerequisites.  Generally, it looks like just an [[IsInAir]] check would suffice to check if a player is still floating or falling and hasn't encountered the ground yet.  --[[User:8asrun6aer|8asrun6aer]] 2012-12-21
: To see if an ''Actor'' has hit the ground yet, you can check its [[IsOnGround]] or [[IsInAir]] flags on each frame.  [[IsSwimming]] is also a good one to check if the actor hit water.  See those pages for any prerequisites.  Generally, it looks like just an [[IsInAir]] check would suffice to check if an actor is still floating or falling and hasn't encountered the ground yet.  [[IsInAir]] works well with [[SetPos]] assuming your actor isn't moving too fast.  --[[User:8asrun6aer|8asrun6aer]] 2012-12-21


How do you spawn items in game which fall to the ground with havok? (Off topic: how do you additem in the console: it always says that it can't find the object id i type) --Sykotik
How do you spawn items in game which fall to the ground with havok? (Off topic: how do you additem in the console: it always says that it can't find the object id i type) --Sykotik
Anonymous user

Navigation menu