Author Topic: A system which will prevent "crazy" wallwalking  (Read 3273 times)

Ac1

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A system which will prevent "crazy" wallwalking
« on: August 19, 2006, 10:24:44 pm »
Hello. Spending time on the wall can be fun as an Alien spider. :)  But it also can be a headache sometimes.

My major problem with the system was how the game reacts to touching a wall at an angle, well trying to move forward on your own surface. This causes the game to quickly turn and angle youself to the new suface plane. Confusing the player who was speeding forward.

I thought of a system that would limit these events. instead of connecting to wall immediately after hiting it by a strange angle. Limit the angles in which we can approch the wall. See imagine below.



The arrows on the blue body idicates points were the bounding box will test for new polygonal walls to connect  too.

Using this system a player would know what angles they should approch a new wall on: Running up to it within a ranges forward, left, right , and backwark.  

This system would prevent moving onto an unwanted surface, and soon dieing in combat as result.

I Hope this post will be takin into consideration. Thankyou for reading.
Get in my BELLY!"    
                 -Pacman

next_ghost

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A system which will prevent "crazy" wallwalking
« Reply #1 on: August 19, 2006, 10:28:27 pm »
USE THE DAMN SEARCH BUTTON!

/cg_wwFollow 0
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Aninhumer

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A system which will prevent "crazy" wallwalking
« Reply #2 on: August 19, 2006, 11:14:55 pm »
Also, isn't the bounding box...     a box?

i.e. square? (Or cuboid if you're being pedantic :wink: )

EDIT: I would say neither mode is really easy for a beginner, but turning follow off makes much more sense.
One idea I did have, was that the camera isn't affected at all by the surface you're walking on (including roll). This would solve the "which way is down" problem, because down is down. However it might be quite hard to manouver like that?

kevlarman

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A system which will prevent "crazy" wallwalking
« Reply #3 on: August 20, 2006, 02:19:35 am »
Quote from: "Aninhumer"
i.e. square? (Or cuboid if you're being pedantic :wink: )

rectangular prism :P
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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vcxzet

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A system which will prevent "crazy" wallwalking
« Reply #4 on: August 20, 2006, 11:43:33 am »
if you can walk on the walls gravity is not very important
get used to being a bug