I set up the game as blaster recommended, used the google doc thing but my custom ball just stays in the same position. Do the area affectors need to be glued to the ball or camera? When I press the physics button (back on xbone) the camera and affectors just fall through the floor and don't stick with the ball like they should.
Do I need physics on for camera, affectors etc? Do I need to change the world or object gravity like I did for the ball (custom object) in camera or affectors?
I've gone over everything a few times and can't seem to pin point the exact problem.
The right and left sticks should move the camera and ball, but don't work at all. The game cuts to my custom camera after the countdown but nothing will work.
I know you guys managed to get it to work...
Any help please, I'm going to lose all my hair if this Carries on lol
Thanks in advance![]()
The area effectors falling through the floor is due to firstly their physics being enabled (for the base setup you shouldn't have anything with physics enabled except the game character), and secondly the OPE is not working. If you followed Blaster's tutorial there should be three OPE's, two for looking/camera and one for movement. Make sure the OPE for movement is enabled, is using global coordinates (obtained from the game character, it's vector), is being fed an impulse every tick (red arrow, use an interval trigger) and lastly is targeting the area effectors for movement (blue arrow from OPE to effectors). Once you have that sorted post again with details regarding looking and I'll help you if you are detailed enough when describing the problem.
Whoops, I just gave you ****ty advice. You DO want rotation for the area effectors, but no pitch. bank doesn't matter, you just want yaw. Not sure how I could mess that up :/Originally Posted by apdenton1 Go to original post
Apologies for leading you in the wrong direction. Hope you get it sorted soon.
Blaster's tutorial appears to be entirely correct, except the impulse passing through the two set value events needs to go to the generic filter next to those events in the image.
Thanks for the doc, Blaster. I was having a few issues with the base FPS system and it helped a lot!
Anyway, I've spent the afternoon adding various bits to it, and I though it'd be good to share a few.
-the jumping part would reset on contact with anything, meaning you can accelerate up walls. I just hamfisted it and added a 65 frame delay after Y is pressed, which is fine for flat ground. I also made the force 85K but only last 3 frames, to make it less of a force just pulling you up.
-the game character slides around a fair bit, so when there's no movement input (i.e. left stick values are zero) the friction of the character is set really high. Note, this means if you fall against a vertical wall, you slow down a lot; however, you don't slide down ramps when idle.
-for some inexplicable reason, the view through the camera isn't actually what is represented by the in-game camera object. If you go fast enough (with icons enabled), you can see the character with camera go in front of you despite the fact you're meant to be looking through said camera. Basically, the actual view interpolates to the camera position slowly, making you lag behind the character. So what I did was get the X,Y and Z velocities of the character, multiply them by a fraction and add it on to the camera OPE position for each XYZ position. It works surprisingly well, however if you run into a wall and stop abruptly you see through the wall for a bit than slingshot back a few inches.
-the game character is a cylinder instead of a sphere, and it constantly stays upright using sliders (thanks sparkierjonesz!). I did this so that you can stand on small objects, as the cylinder has a flat base, instead of sliding off them as you would with a sphere and its curved base. This means you can jump on ledges, fences, pointy things and edges of buildings.
I should probably go do my homework