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Posted

How to have arms and gun not go throuht walls ?

I sue character controller and don't want to make character too tiny ?

 

Or don't i have choice and include whole character in char physics cylinder ?

(So rescale ennemies , textures ... all down)

 

problem.jpg

 

 

If i include Whole character in the char phys cylinder by scaling it down the new problem is that the height of cylinder is too big : bad as i plan aerial ennemies and passing under structures sad.png

 

problem2.jpg

Stop toying and make games

Posted

One idea that someone implemented was to do a ray cast and when the gun in a case like this would go through a wall, they would lower the gun down with an animation. With this model I blend the idle on upper to the walk animation so the gun stays down at the side to avoid this. If shooting we can do the raycast trick to stop shooting and return gun to the sides.

  • Upvote 2
Posted

I think that works in first person perspective but in the case he has shown here it would look funny I think because when viewed from the top it breaks what we expect from 3D.

Posted

Great.

 

Ok just taken Lua Pick collision example :

 

 

if self.world:Pick(Hightint, LowPoint, pickInfo, pickRadius) then

visible = false

sphere:SetPosition(pickInfo.position)

if pickInfo.entity:GetKeyName(0) == "Icecream" then

--if(pickInfo.entity:GetKeyValue("Icecream") == "Chocolate")

pickInfo.entity:Turn(0,0,0.5 * Time:GetSpeed())

end

else

sphere:SetPosition(-3,1,0)

end

 

 

The problem is this examples are in App.lua, I need the World reference for my TPS.lua script, how to call World object from Lua to be able to use Raycast ?

 

I think in calling Raycast in the Hand of the character with as Y values : Max Y player and Min Y Player

 

How to get Min and Max Y values of player ? (For min i think i can use GetPosition())

Stop toying and make games

Posted

The problem is this examples are in App.lua, I need the World reference for my TPS.lua script, how to call World object from Lua to be able to use Raycast ?

 

The App object is global so you can do App.world anywhere and get the world.

  • Upvote 1

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