[Fixed 076] Player falls through platform at 512 texels
[Fixed 076] Player falls through platform at 512 texels
I was building a moving platform which went up pretty high and my player kept falling through it. So I built another one in a test level and made some columns of known height so I could judge when he fell.
When the platform reaches 512 the player (or pawn) simply falls through the floor of the platform.
At there limitations with this entity? ( oh yeh... using 0.75B)
When the platform reaches 512 the player (or pawn) simply falls through the floor of the platform.
At there limitations with this entity? ( oh yeh... using 0.75B)
I have never had a problem with that entity, and have gone higher than 512. I have not used it in the recent 2 builds, but I will put something together and see if I find anything out.
Oh yes, I really like your avatar, Larryboy, and I like your new one Spyrewolf!!
Oh yes, I really like your avatar, Larryboy, and I like your new one Spyrewolf!!
Steve Dilworth - Resisting change since 1965!
thanks steven 8-bit sweetness
another thing to think of is check your moving platform check where the frames are is there skip forcing the animation to upbruptly jump making the plaform teleport above the player, try delete out the frames and re-add them see if that helps
you'd be surprised, one wrong figure entered in and book 9ft bounding box. i've pulled my hair out trying figue out a problem and it was because of a similar thing,in my test level, the ceiling was many times higher than 512, it was more like 2000 texels high
another thing to think of is check your moving platform check where the frames are is there skip forcing the animation to upbruptly jump making the plaform teleport above the player, try delete out the frames and re-add them see if that helps
Yes that could be it. In an old book for the Genesis3d-Editor (which is almost the same as the RF-Editor nowadays) they wrote that it would be good to have 'smoth-frames' to help the editor in creating smoth animations.another thing to think of is check your moving platform check where the frames are is there skip forcing the animation to upbruptly jump making the plaform teleport above the player, try delete out the frames and re-add them see if that helps
It worked like this:
You have your original keyframes like
0.00 (Start moving up)
2.00 (Elevator up)
4.00 (Start moving down)
6.00 (Elevator down)
8.00 (get back to 0.00->Start moving up)
and then you alter it like this
0.00 (Start moving up)
0.01
2.00 (Elevator up)
2.01
4.00 (Start moving down)
4.01
6.00 (Elevator down)
6.01
8.00 (get back to 0.00->Start moving up)
whereas the x.01-frames are exactly the same as the x.00-frames.
I think it really made the animations smother. Maybe you could try that. I cannot guarantee anything.
Everyone can see the difficult, but only the wise can see the simple.
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I read that too. I usually just do 2 or three frames in between extremes. Like:
Start(0.0)
1/3 way up(1.0)
2/3 up(2.0)
all the way up(3.0)
Start back down(6.0)
etc.
It's usually very smooth, except one thing. How do you get it to NOT go a little above the top and settle back down, or go a little below the bottom and come back up?
Start(0.0)
1/3 way up(1.0)
2/3 up(2.0)
all the way up(3.0)
Start back down(6.0)
etc.
It's usually very smooth, except one thing. How do you get it to NOT go a little above the top and settle back down, or go a little below the bottom and come back up?
Steve Dilworth - Resisting change since 1965!
Thanks for all the input - but I still have a problem
I have put in some extra keyframes and I have tried slowing down the animation. What was intended to take 14secs up and down now takes 72, and he still falls through the floor at the same place.
I switched the bounding box thing on in debug and the 'blue haze' only seems to come up to his waste - what ever that means.
Anyone else tried it on the latest build ( I think I'm using the Virgil actor as the player)
cheers
I have put in some extra keyframes and I have tried slowing down the animation. What was intended to take 14secs up and down now takes 72, and he still falls through the floor at the same place.
I switched the bounding box thing on in debug and the 'blue haze' only seems to come up to his waste - what ever that means.
Anyone else tried it on the latest build ( I think I'm using the Virgil actor as the player)
cheers
It is unique to the new RF. I built a level in the new RF and it shoved me right down. I built a level in RF069, and ol ernie went right on up with no problem. I don't have a clue as to why it happens, but it is unique to the new RF.
QOD, we need your help here, I think.
QOD, we need your help here, I think.
Steve Dilworth - Resisting change since 1965!