1. #1

    First person shooter question.

    Hey guys, quick question.
    Im working on a first person shooter track, and im building it off of the example found in the editor, and so far ive gotten things to look pretty good on my own (enemies, gun selection ect,) but one thing i cant for the life of me figure out, is a little glitch in the way they have the character jump.

    The jump works fine, but open the first person example and youll see what i mean. If you set up a wall, you can rub up against it and rapidly press the jump button, and sort of just climb up it. This would be a major glitch in my track, as some of it takes place in an outdoor world with buildings i dont want the player to just cheat and climb up.

    If anybody knows an easy fix for this that would be awesome. I know the guy who made doomed and bot count (totally badass by the way, if mine look half as good as those it will be a success) removed the glitch, and same with last dawn on mars.
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  2. #2

    Re: First person shooter question.

    Just put custom collisions at the top of any wall you don't want them to climb.
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  3. #3

    Re: First person shooter question.

    Or find the hit trigger that affects the Y button logic and change the hitting objects so they are 1) the chromeball 2) object instances - then select any objects that you want to be able to jump on/off (keep ground box checked if needed).
    so if you build a map and only select the areas you want to be walking on he wont be jumping up the walls as the trigger wont be activating the Y button. Hope this helps (and makes sense)
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  4. #4
    dasraizer's Avatar Senior Member
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    Re: First person shooter question.

    probably the easiest way to fix this is to OPE an object to the base (area trigger, should work) of the ball and use a hit trigger to detect when in contact with surface, if it is: enable jump routine, if not disable, good thing with this is as the size of the chrome ball is quite large, side walls cannot be climbed, if the object OPE at the base of the ball is small enough, that is
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  5. #5

    Re: First person shooter question.

    Winner is: BMX bandit. Go with his answer. That is only the first step to refining the example jump though, I have only just made it perfect myself (although I should have done it much earlier).
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  6. #6

    Re: First person shooter question.

    iv only made tracks with the bikes but couldnt u just use fault areas?
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  7. #7

    Re: First person shooter question.

    Thanks everyone. I did it BMXbandits way, and it seems to be working fine. Apdenton1, your tracks are sick! Maybe when im close to finishing this thing would you want to test it?
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  8. #8

    Re: First person shooter question.

    Thanks m8. Yeah I suppose i'll help, just send me a msg on XBL in advance.
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  9. #9

    Re: First person shooter question.

    And now i Have another issue. Might start a new thread.

    My enemies took a while to make, but im starting to think i need to scrap the way they work.
    Basically, they are little men made of barrels and a big skull. A lot going on, first, when the player walks into a trigger, an impulse is sent to a splitter.

    The splitter has 2 sets of instructions. One to always follow the player, which im happy with for the most part. The object position event also grabs the yaw angle of the player (which way the camera is facing) so that it would appear that the enemy is always looking at you. But the enemy also fires bullets, and im having a problem with that.

    First, The XYZ position Of the player is grabbed and given to a variable data source, and then, a curve vector data source animates a tiny skull with flames from the current position of the enemy, to the coordinates the player was at when the animation began. wanted it so that the player could dodge the flaming skull). The animation takes only 1 second, and then visibility is taken off the skull. And then, a delay filter that was set for 1 second starts the process over again, and so youre constantly doging this flaming skull. (a hit trigger takes away your health on hit)

    My problems are..... This looked really cool at first, but im starting to realize its way to easy to beat. For example, even if you slowly walk backwards, the skull will always stop short of hitting you before it is re-animated. also, if you're able to sneak in real close to the enemy, the time it takes the skull to reach you is the same, 1 second, so it moves much slower and looks stupid when you are really close to the enemy.

    So now i think I need to make it so that the enemy fires the skull at a dummy object glues to the enemy that is a set distance away, say, 20 meters. But the problem with this is, if you're looking away from the enemy, he wont be shotting at you, because he rotates based on the yaw andle of the camera.

    So, long story short, How to I make objects constantly face my character in a first person shooter, regardless of where the camera is looking?
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  10. #10
    dasraizer's Avatar Senior Member
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    Re: First person shooter question.

    nannerdw has made a tutorial for this, here it is . should be what your looking for.
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