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Implementing a "slide kick" in CON post-clipping changes

#1

This has been an issue for a while now. Ever since the clipping changes it is no longer possible to decrease the player's z-position to simulate crouching, in particular, this breaks the 'slide kick' feature found in the AMC TC.

The intention of the slide kick is to allow the player to slide through tight gaps, slightly larger than the ones intended for the shrinker. This used to be done by increasing the z-velocity of the player so he is pushed downwards.
In the latest revisions, not only is it no longer possible to move players through these tight gaps, it is also not even possible to move him into vent-sized openings this way. (at least without using excessively high values)

Is there any other way to achieve the desired behavior in CON? I've tried decreasing the y-repeat of the player but while this does allow passing under tight gaps, it comes with all the undesirable behavior of shrinking.
0

User is offline   Kyanos 

#2

I'm sure a few people are considering forking at this point...
0

User is offline   Danukem 

  • Duke Plus Developer

#3

What happens if you force the player's posz downward instead of increasing poszv? This might mess up the camera but you could correct that by manually setting cameraz in a display event.
0

#4

View PostTrooper Dan, on 24 September 2019 - 10:41 AM, said:

What happens if you force the player's posz downward instead of increasing poszv? This might mess up the camera but you could correct that by manually setting cameraz in a display event.

I believe we have already tried that, and it doesn't work without an excessive decrease of posz (below the floor height I think). A side effect of this is that the player gets pushed through spritebridges which is undesirable.
(and yes we also tried a check for spritebridges already -- it breaks if the player slides in from a normal floor. He also instantly snaps to the ground if he slides off a ledge)
0

User is offline   Danukem 

  • Duke Plus Developer

#5

I can think of one other idea but it's pretty awful. Like, really awful. You make a new actor, and when the slide is initiated, this new actor moves out from the player at the same time, with its speed and height matched to the desired speed and height of the player. Give the new actor dimensions such that its blocking will work just as you want it to work for the sliding player. Therefore, if the new actor reaches a location during the slide, then you know that the player *should* be able to reach that location during the slide. Thus, when the player's position and the actor's position diverge, you force the player's coords to be what the actor's coords are. When the slide ends, the actor is deleted.
1

User is offline   Sangman 

#6

ok woah

Posted Image

never thought of that
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