Difference between revisions of "Talk:SetPos"
Jump to navigation
Jump to search
m
→How to avoid Wall/Ceiling Collisions
imported>8asrun6aer |
imported>8asrun6aer |
||
Line 77: | Line 77: | ||
:::[[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. | ::::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); | |||
::::In fact, with this, I think my flying script is complete. I started a new [[Flying]] page to document it all. | |||
::::[[User:8asrun6aer|8asrun6aer]] 19:32, 23 December 2011 (EST); | ::::[[User:8asrun6aer|8asrun6aer]] 19:32, 23 December 2011 (EST); |