Platformer Spikes - Monster Hand moving Up and Down
Posted: Mon Jan 15, 2018 5:48 pm
I have so far made a working spikes trap of 64x64x12 units and another one32x32x12,that moves up and down like in classic platformers,using 4 entities for just one spike and wanted to ask if you can replace the 4 with one scripted Pawn entity.
You can get a good idea of a similar spike system if you search for videos of the "game 1001 spikes".
Right now i use:
1 bsp world model box 64x64x12 units flagged as empty and faced checked as transparent value 1
2.The movingPlatform entity that moves the frames
3.ModelStateModifier for the damage done by collision.
4 Staticmesh actor for displaying the spikes that is attached on the platform world model.
I will re flag the model from emoty to clip whether i like it or not because the transparency creates a visual hole in the ground when it touches it.
Otherwise it works perfectly but if i want to keep the editor groups small as possible i guess i have to avoid placing many spikes one next to the other,but still i wanted to ask how you would do this bt scripting.
I have created frames that move the polygons up and down to try changing the bounding box height in high level and wonder what method is faster,high or low level.
If you try it using the command "move",i imagine that the pawn will not move down through the ground world geometry, can it?
I make some tests using various boxheight values and i will post the script i have done so far after some more tests.
You can get a good idea of a similar spike system if you search for videos of the "game 1001 spikes".
Right now i use:
1 bsp world model box 64x64x12 units flagged as empty and faced checked as transparent value 1
2.The movingPlatform entity that moves the frames
3.ModelStateModifier for the damage done by collision.
4 Staticmesh actor for displaying the spikes that is attached on the platform world model.
I will re flag the model from emoty to clip whether i like it or not because the transparency creates a visual hole in the ground when it touches it.
Otherwise it works perfectly but if i want to keep the editor groups small as possible i guess i have to avoid placing many spikes one next to the other,but still i wanted to ask how you would do this bt scripting.
I have created frames that move the polygons up and down to try changing the bounding box height in high level and wonder what method is faster,high or low level.
If you try it using the command "move",i imagine that the pawn will not move down through the ground world geometry, can it?
I make some tests using various boxheight values and i will post the script i have done so far after some more tests.