New tutorial, request from blastgamer.
How to Disable Directional Movement (maze)
https://docs.google.com/drawings/d/1...AjGva3XmeXfNB4
Most useful for disabling movement in mazes.
But that means that you'd have to put a trigger on each side of the wall! So if you had a table in your living room, that table would need 4 of these, one for each direction
I assume the player is moved with OPE in this example? Try this instead:
Link 4 walls around the player, in one glue group, using a p2p physics joint (disable contact with host). Make them somewhat thick because you don't want them to glitch through the objects. Use the above setup but instead of an area trigger, make 4 Hit Triggers. Set Target1 to the corresponding wall and Target2 to any static object or specific ones.
Link like this:
North wall disables UP
East disables Right
South disables Down
West disables Left
You have just created a 'Bounding Box', which will handle all contact triggers & move with the player. One system that moves when you do. Now create your level and don't worry about what the player can go through - if it's a solid object, they won't.
Woah jolan no need to make it complex lol This use is for a maze in particular. What I made is so the character cant go through the wall they're by disabling the right stick.
I used the method in my maze called Shifty Walls.
That method you describe would work great for FPS. You're the man with those
Altho I've only used the example FPS, but I wouldn't see the need to put anything surrounding the player to limit an area. I would just put invisble walls for where I didn't want the character to access and let them free roam. I never saw the example go through walls and such.
I think I did this right, first time using Google Docs.
This is how to set up a one-time collision detection for any OPE-controlled player. Each side of the bounding box will detect collision with any solid object and disable control fro that direction. This way you don't have to worry about copying Area Detectors all over the place, unless I'm reading your example wrong![]()
The Bounding Box instead accompanies the player throughout their travels leaving you, the creator, to construct your map without worry of leaving a hole open somewhere.
Of course if the player is controlled solely by OPE and there are stairs or inclines of any sort, that complicates things in which you should just be using Physics in the first place! But I'll go over that in another Doc.
https://docs.google.com/drawings/d/1...c_0/edit?pli=1
The 3D player model was found on the net and used without permission, but I hope it's ok here.
http://cghub.com/images/view/326278/