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Edge-hanging and Ziplines, etc

Agent Tairov
Registered User
Join date: 27 Jan 2008
Posts: 17
12-28-2008 23:54
While I suspect this could be done with an attachment, is there a method that could be used to implement this for general usage? I'm thinking of a movement style in the pattern of the game Mirror's Edge. While I believe I could use velocity to trigger, for example, sliding animations, is it possible to have an edge-hanging system that doesn't have pre-scripted edges?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-29-2008 08:01
interesting game, obviously inspired by Parkour or something similar, didn't catch my eye till I played the demo.

zip lines wouldn't be too hard, although not having them prescripted would have the same troubles I'll mention later. on the plus side they wouldn't need be attachments

edge hanging/grabbing would have other issues mainly in detecting the edge of the prim you're supposed to be hanging from. the touch ST/UV functions MIGHT help there, or perhaps volume detect cubes outside the edge. another method might be a variation on an non-physics vehicle, that instead of translating movement keys as movement, instead uses it to reposition the av along it's surface while animating it. in fact a simplified sit on touch and move system would work to, although it'd remove some element of user control

volume detect would be a great way to report possibilities for wall running, slides, or vaults (which could probably be achieved via sit-on-touch and move as well) which an attachment might interpret.

the sit on touch is simple, uses set link primitive params and prim position to move the av (last prim in the set) but removes a gret deal of control since you'll have an initial "sit" target which the av will end up at. it also suffers from link distance limits.

having it generalized only for an av to work anywhere would definately be vehicle territory, since attachments aren't going to give you the sensing options you need. generalized for use by any av is going to be build specific, kinda like an obstacle course, and may still require some type of ao/hud/attachment to get the full effect
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Agent Tairov
Registered User
Join date: 27 Jan 2008
Posts: 17
12-29-2008 09:21
What about a physical vehicle rather than a nonphysical one, change the shape (and AV pos/rot/anim) as you go, to interact with these objects? For a zipline, could use a hollowed pathcut cube, for example, although not sure what shape to use for edges, maybe go nonphys there temporarily.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-29-2008 13:22
the main problem you'll find with vehicles (of either variety) is edge detection... I'm not saying it's impossible, it's just painful to code.
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