I’m kinda really stuck right now trying to finish up my standard characters movements. However I can’t seem to keep the character always flat to the ground. I tried using four ray senors around the character to keep him flat. You can see in the video I have four cubes around the character that tells it to move a certain direction when the ray touch the ground but it wasn’t very successful.
Here is a video so you can see what I’m talking about. The idea was worth a try but it didn’t work. Any ideas would be helpful. This is the only thing keeping me moving forward with my project.
If so - shoot one ray down local z and align with hit face normal when having ground contact (assuming You want to do funky stuff like walking on walls).
Simply align after global z when You don’t have ground contact.
You can make the effect smooth with use of angular velocity to reach the right angle.
Send a ray down local z, say 0.5 bu below the character.
If the ray hit something (if You want, something with a certain property) align after the hit normal (You have to use the right ray function to get that, but I have the impression You already do this to some extent the way the character in the video moved over the bridge)
I see… sorry about that I didn’t tell you how I did it. Well I’m not very good with python code, I did this with logic bricks. Is there away to do this with logic bricks? I have the cube as ray sensor sending a message to have angular velocity. I understand what your talking about but I couldn’t type that out. logic bricks ftw but I trying to learning the python code but haven’t found a foundation to learn it right. (hit normal)
Wow, I have no idea how to do this in logic bricks. I have part of the solution in my planet gravity VIP (the align to a vector by angular velocity bit). Don’t think the ray part is that hard. If You want I can put a script together sometime over the weekend.