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extended chr stairs
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Esenthel Offline
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Post: #16
RE: extended chr stairs
oh, then perhaps its not fault of the Controller,
maybe you set some option
for example do you freeze the character actor like actor.freeze?
or set it to kinematic?

if your character gets too far away, Chr::disable is called
and there character is always freezed, just like other objects

is it possible that any of these are called?

if your chr gets frozen on the stairs, you can draw on the screen the state of the actor
Actor::freezePos, kinematic, etc
07-29-2010 03:34 PM
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b1s Offline
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Post: #17
RE: extended chr stairs
yes i've tried all these..
and it dosent really get freezed.. it tries to walk and soon as it hits plain surface it starts moving again.. im suspecting its some sort of behavior that keeps the char not falling on steep slope or something.
we do use actor freeze but have tried removing all of kinematic, freeze and etc.
disable is certainly not the issue.
i remember someone talking about the slope things a while back. could it be possible that some of the default angular damping parameters have changed or something like that?

i also tried adding gravity, mass etc.. the issue is really weird. it just does not want to step down grin..
one thing i think would override this is that i use input function if this happens but its quite a hack and i would like to avoid it. we will continue to investigate the problem by disabling everything that can affect falling down a slope.
(This post was last modified: 07-29-2010 08:35 PM by b1s.)
07-29-2010 08:34 PM
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Esenthel Offline
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Post: #18
RE: extended chr stairs
what does chr.ctrl.onGround() return during the freeze?
07-29-2010 10:52 PM
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b1s Offline
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Post: #19
RE: extended chr stairs
it returns 0. otherwise it returns 1
freeze = 0;
adamping = 0;
gravity = 1;
also kinematic = 0
it has similar problems even crossing over some carpets.
they have a small collision on them. and when it tries to get off the carpet it stops for a while and walks in mid air.
increasing the radius of the controller capsule seems to have some positive effect to this. but it still does not help to completly solve it
(This post was last modified: 07-30-2010 08:35 AM by b1s.)
07-30-2010 07:39 AM
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b1s Offline
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Post: #20
RE: extended chr stairs
okay i have found something that probably is the actual issue.
this seems more and more that the problem is on our end. just cant find what could be causing this.
When i add a new char to mid air in the game and put it to walking with moveToDir.
it does not drop instantly to the ground but slowly fades down.
i checked global gravity and it was -9.8
by removing all the actor.active() commands it seemed to help.
But when adding actor.active(true) to update()
it starts again. is this correct?
as final note to this.. best performance using these are as following:

only once asking actor.active(). <-this would need a get function.
damping and adamping to 5
and we are almost back to normal behavior.

i would have to say that something has changed in past couple of months that affects this.
(This post was last modified: 07-30-2010 09:41 AM by b1s.)
07-30-2010 08:48 AM
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Esenthel Offline
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Post: #21
RE: extended chr stairs
does this mean you're calling Actor::active each frame?
you shouldn't do that, please look into the source code of Actor::active
available in Actor.h

Code:
Actor& active(Bool   on                    )  // set if active, manipulates "collision,ray,kinematic,sleep" to either include or exclude actor in physics simulation
   {
      collision(on).ray(on).kinematic(!on).sleep(!on);
      if(on)
      {
         vel   (Vec(0));
         angVel(Vec(0));
      }
      return T;
   }

it resets velocities, you should call this function only once, to change its state
07-30-2010 01:02 PM
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b1s Offline
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Post: #22
RE: extended chr stairs
yeah.. thanks. everything is fixed now.
one request i do have. can we have some get function for the .active()
self made bools go wild after disabling chars etc.
would be nice to have some function to check if its not active.
07-31-2010 10:06 AM
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Esenthel Offline
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Post: #23
RE: extended chr stairs
as you can see from the function, active method sets many things, so you can't "get" the state of active, because it relies on lots of other parameters.
07-31-2010 11:52 AM
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