COGlory said:Not much.
Are you serious?Ibanez said:... Catching ledges, Climbing ledges and perpendicular surfaces, dodging ...
It would be pretty ingenoius, if Ibanez pull it off for generic scenes. MB does not have any means for working with collision meshes after allAdorno said:Are you serious?Ibanez said:... Catching ledges, Climbing ledges and perpendicular surfaces, dodging ...
M&B won't know what hit it.
COGlory said:@GetAssista,
Does that change with Havok?
Well, I thought about it a bit - you can put position 50cm in front of player using get_agent_look_direction or howisitcalled, then do set_z_on_ground_level, and it should put your position on the upper collision mesh surface or ground level. Then calculate difference in z between this position and player and if 1m<diff<2m you have a ledge. should work.Ibanez said:Thank you GetAssista. I had some idea for ledge detection. And most of the animations for this stuff are done.
Accidentally, I guess. We could've ended up as girls back thenIbanez said:How are you guys?
*slams her head to a wall.GetAssista said:Accidentally, I guess. We could've ended up as girls back thenIbanez said:How are you guys?
It was a joke, justified by you not putting comma in there And I forgot to put smileyIbanez said:*slams her head to a wall.
,