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Idea for CHARACTER's gravity #370592
05/14/11 13:39
05/14/11 13:39
Joined: May 2009
Posts: 5,365
Caucasus
3run Offline OP
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Caucasus
I'm trying to make proper gravity for PH_CHAR, with BOX hull, but I failed cause trace doesn't use BOX hull (ellipsoid I hate it!).
This picture shows the problem:

Cause of ellipsoid trace, from this position, gravity starts pulling player down, but BOX hull doesn't allow it to move down.
I want to hear any of your ideas about this. Thank you.


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Re: Idea for CHARACTER's gravity [Re: 3run] #370603
05/14/11 16:16
05/14/11 16:16
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Trier, Deutschland
use a different frame to set the collision hull bottom around the knees and an offset distance(distance from the knees to ground) in the trace tolerance.


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Re: Idea for CHARACTER's gravity [Re: Nowherebrain] #370612
05/14/11 17:06
05/14/11 17:06
Joined: May 2009
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Caucasus
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Could you please explain a bit more? And make a little picture if possible.
BTW, here is a video that showes a problem:
Youtube link
At the upper right corner of the screen in video you can see the forces.


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Re: Idea for CHARACTER's gravity [Re: 3run] #370926
05/16/11 18:56
05/16/11 18:56
Joined: May 2009
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Caucasus
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I hope someone could give me a good idea.


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Re: Idea for CHARACTER's gravity [Re: 3run] #370932
05/16/11 19:39
05/16/11 19:39
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

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WA, Australia
Why are you having forces increase over time? Gravity is a constant force.

Jibb


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Re: Idea for CHARACTER's gravity [Re: JibbSmart] #370934
05/16/11 19:56
05/16/11 19:56
Joined: May 2009
Posts: 5,365
Caucasus
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I can't apply gravity to CHAR object, so I used vector to move player downwards. I check if distance to ground more that 10 quants, then I pull player downwards. But cause of ellipsoid trace, distance to ground is more than 10 quants even if player is still on platform. You can see that on the picture. I wish I could apply constant physics gravity to CHARACTER, or had a trace with box shape, but no luck.


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Re: Idea for CHARACTER's gravity [Re: 3run] #370936
05/16/11 20:07
05/16/11 20:07
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

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WA, Australia
It's risky to still use a CHAR object. I think you should try something else (like the RIGID method). You already know what happens when you push an object against a wall with a CHAR, and how are you going to stop that from happening?

Jibb


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I made KarBOOM!
Re: Idea for CHARACTER's gravity [Re: JibbSmart] #370999
05/17/11 08:01
05/17/11 08:01
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Caucasus
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It's attractive cause it has BOX hull... In all other ways I would never use it, it's too buggy. About that problem with pushing object agains a wall, I have really no idea how to fix that, same as developers don't care about that... I have no idea how to use RIGID to make character movement. I can make something like a ball an so on, but have no idea how to make humanoid movement with it.


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Re: Idea for CHARACTER's gravity [Re: 3run] #371023
05/17/11 11:21
05/17/11 11:21
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Drop PH_CHAR and use PH_RIGID. Now create a dummy entity that you will only use for the c_trace (its x and y dimensions should be the same as your player's hull). Set its max_z = 1; and min_z = -1; and place it some quants above your character's feet (every frame, of course).
Now make a c_trace call with USE_BOX (maybe in the dummy entity function or in your character's function, but then you will have to set the "me" pointer temporarily to that entity and reset it afterwards).
In the character function, make 4 c_trace calls without USE_BOX at the lower corners of his bounding box. Save, for instance, all 5 "target.z" values and take the minimum.
That should give you a pretty acceptable BOX hull for gravity.


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Re: Idea for CHARACTER's gravity [Re: Superku] #371056
05/17/11 17:20
05/17/11 17:20
Joined: May 2009
Posts: 5,365
Caucasus
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Could you please make a picture (or explain a bit more) of those 5 traces? And how would I take minimum of all 5 "target.z"? Please explain, in all other ways, it sounds very simple. BTW, how would I move PH_RIGID? There is no way to move it as a humanoid (as I know), or am I wrong?


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