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T7_biped_fps1 Path and Collisions #290559
09/19/09 21:41
09/19/09 21:41
Joined: Nov 2005
Posts: 94
Texas
3
3Dski Offline OP
Junior Member
3Dski  Offline OP
Junior Member
3

Joined: Nov 2005
Posts: 94
Texas
First, the Behavior panel displays "Path" but you really can't do anything with it. Currently, in Comm 7.8 you have to go to the standard Properties tab and select the Path from there; should "Path" even be present under "Behaviors"?

Second, a T7_lift will pass right through a T7_biped_fps1. If this is true for lifts, then I suppose this is also true for doors. Both T7_biped_player and T7_biped_fps1 has a push value of 0 and T7_biped_player seems to behave just fine. I would think that T7_biped_fps1 would collide with a lift that they would have to step up on to, rather than walking through it (both entities should recognize the presence of the other, I would think).

Re: T7_biped_fps1 Path and Collisions [Re: 3Dski] #290895
09/22/09 08:11
09/22/09 08:11
Joined: Jul 2000
Posts: 28,072
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,072
Frankfurt
Possibly the lift has no script to carry the player upwards, as the old templates had. We're currently preparing a new system for A7 templates that will replace the T7 system step by step.


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