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Collision using a region instead of character

PostPosted: Sat Dec 28, 2013 11:31 pm
by arcreamer
Hey guys, so Im working on a collision with my actor so I can create gravity so what I have done was created a filled region for the ground collider, and another filled region for my player collider. Im not very experienced at all with programming, so I probably went about this all wrong, but then I parented my player to the player collider, and in the collider I put if in the Draw Actor:

Code: Select all
if (yvelocity<4)
{
    yvelocity+=.08;
}


when I played the game, it did what I wanted to do at first which was have the player collide against the ground and the reason I knew he collided was because I placed him a few feet off the ground before playing. But once I started walking, I was able to walk right off of the edge of the ground and wasnt falling. its as if the collider just stopped working or something.. not sure. Ive been looking for some good collision tutorials but none with using a region as a collider instead of the actual player. any help would be great

Re: Collision using a region instead of character

PostPosted: Sun Dec 29, 2013 7:07 am
by skydereign
It sounds like you aren't moving the collider region left and right. Since your player is parented to your collision actor you need every form of movement to use the parent actor.

Re: Collision using a region instead of character

PostPosted: Sun Dec 29, 2013 11:49 pm
by arcreamer
is that even a smart way to do this? because Im using Hblade's anti-moonwalk in my draw actor of my character

Re: Collision using a region instead of character

PostPosted: Tue Dec 31, 2013 7:40 am
by skydereign
There is a pretty smart way to do it. Because the player is parented to the filled region you can change lines of code that use xvelocity or any other movement code to parent.xvelocity. This way it works exactly the same way, it will just use the parent's x/y/xvelocity/yvelocity and so on.