Thank you for your advice about using the special variable "colsmalldistance" when running CopperCube in "Physics simulation" mode.Īs mentioned in the documentation, I added this behavior in the "scene" node : "Before first drawing do something" -> "action" -> "Set or Change a Variable" -> "hashtag man.colsmalldistance" -> "value = 0.005". SmTPCAMERA.Player = ccbGetSceneNodeFromName("Player2") Something like this and using 'when a key is pressed do something' action: Thank you for your insightful comment, That would be a smart workaround, since you can seamlessly take control of the different nodes at runtime by changing the smTPCAMERA.Player variable. experienced smnmhmdy's TPC version 1.2 to be working perfectly, maybe you could check your other additional behaviors again? Of course that would increase the game's data amount on the other hand. The only workaround I know of also to be found among the forum would be the exchanging of identical character clones but with different attached (weapon) objects combined as single mesh. Unfortunately it doesn't work, at least not without that nasty lagging issue being a real show stopper in that department. Regarding the attached pistol lagging behind the players animation movements: Attaching additional custom objects to skeletal nodes of animated meshes seems to be a very promising, useful & desired feature in CopperCube. The ability to overwrite animations by external means & customizable Run and Jump keys are great improvements! So after shortly trying version 1.2 I must admit that in the meantime you have developed your script so very awful well that I think it should be recommended the initial basis for nearly every third player & FPS game to be made with CopperCube when it comes to initializing player, camera & animations control for your project - again my heartfelt thanks and sincere admiration! I'm thinking maybe if I hide the gun when walking it won't matter anymore. Tried the new version and seemed like the mouse was messed up and the player was hard to control turning the wrong way etc Also you're right, The pistol lags behind the player, I don't think my behavior is causing this issue but I'll look into it. Let me know what you guys think Try the new version and see if you can get it working the way you want. Just make sure to reset the camera (detach my behavior, refresh the plugin list then re attach it to your camera) Added customizable Run and Jump keys (just like the movement keys) Added the ability to turn off the behavior's movement and animation handlers (so that you can set up your own animation or movement behavior and have them not get overridden by this behavior) See the demo ccb file to learn more about it. Added an ability to overwrite the animations by external means (Actions like "When a key is pressed => Set the animation of a scene node" etc.) for a certain amount of time (customizable using 'externalAnimationWindowMs' property) before the behavior's own animation handler kicks in and takes control again. Added Jump functionality (customizable using 'jumpSpeed') Just updated the behavior, here's what's new: METASEQUOIA CAMERA MOVEMENT DOWNLOADThirdperson Camera and Player Controller + Download Ambiera Forum > CopperCube > Announcements and Showcase
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