Jump to content

UncheckedLake

Members
  • Posts

    2
  • Joined

  • Last visited

Nexus Mods Profile

About UncheckedLake

UncheckedLake's Achievements

Newbie

Newbie (1/14)

1

Reputation

  1. Thanks, I'll have to try something like that. That would be a good solution. I'm also not sure if the issue with the auto-jumping on 'nothing' is because of a faulty reading of its main mechanism -- Basically, it's reading 1 , but should say 0. It's happening right at the new-cycle frame, I think. But yes that solution should work block a faulty reading if it's just happening for that frame. (I was seeing the cycle-reading be 0 correctly, then the new-cycle frame appeared to read 1, allowing air-jumps) It was also inconsistent -- Most times it would not lock into that glitch, just sometimes. Would like to confirm it's not from the rough-draft logic, causing that false-reading somehow, too. Appreciate your insight.
  2. Hello all, Thought I'd share some progress: This is a recently made Wall-Jumping prototype script that is in a decent working state. (Video) https://www.youtube.com/watch?v=WSGHYvxe5gA Idea going for is basic Foundational-Ability that is reasonable to the relevant Skills/factors, that can eventually be used by qualifying NPCs too once programmed to. (Advanced Wall-Jumps Abils could be integrated in more unique circumstances). So far it can jump from all 8 angle key-inputs. It scales in utility according to several factors for a natural progression feel. All the variables/formulas can easily be adjusted. There's 1 Annoyance I've yet to resolve that isn't a major issue, I just like to simply/cleanly fix it. ( After a few successive jumps it can get stuck into auto-jumping off nothing .. a bug or a feature depending how you look at it .. Resolves if let go of 'controlKey' ) If Collision-Meshes are made more precise, the Wall-Jump would be more precise too. --- Next Focus for this: = Adjust the angle potential to be more precise, so it looks somewhat like this, and should feel natural: ( What we have now is only the 180 calculation ) It'd be cool to add animations, although I'm not an animator. The forward motion looks decent already. - Next Features related to this likely to (hopefully) 'knock out' soon: - Ledge-grabbing - Ledge horizontal movement - Climb Up/Clamber/Drop - Wall/Crevice-Climbing/Moving (with Depth and Corner Turning if can think it through) - Wall-Running [would be after these/ a bit different] -- All those would be contextual to the environment and physical objects, and eventually would need animations for each state to look polished. Any thoughts/feedback?
×
×
  • Create New...