Hi Esenthel,
Thanks for your quick response. In:
1. I don't want to specify actor groups: take the example where your character is in a valley, if you rotate the current third person collision camera around the valley (zoomed out at quite a distance), the camera will jump forward infront of any terrain obstructing the character. However, I don't want it to do this, only to preserve the collision on the y-axis.
2. I'll play/debug more with this then, I probably just set it wrong before.
3. E.g. when you have something like:
Code:
if (view==VIEW_ISO && Ms.b(0)) {
Vec pos,dir ;
ScreenToPosDir(Ms.pos,pos,dir);
PhysHit phys_hit; pos-=Vec(0,0.7,0);
Bool temp=Players[0].ctrl.actor.ray(); Players[0].ctrl.actor.ray(false);
if (Physics.ray(pos,dir*ViewportActive.range,&phys_hit))
Players[0].actionMoveDir(phys_hit.plane.p-Players[0].pos());
Players[0].ctrl.actor.ray(temp);
}
And the player clicks the sky, they wont move. If this behaviour is undesired, you need something bounding so that the ray collides with "the sky", I was wondering if theirs a preferred way to do this.