hey guys, been lurking in these forums for ages, but this is the first time i’ve decided to join and post.
here’s my issue:
i’ve got a character rigged with an invisible box used for bounds (this seems to make it less likely for the character to fall through the floor or have limbs going into walls) and the WASD keys assigned to it. the box parents the armature, which is of course inside it. motions are working, as are animations for them, but the jumping is driving me crazy. i can make the character jump, but upon landing it tends to fall over. is there any way i can rig it to land on it’s feet every time? i’m still a bit new to the game engine, so i’m pretty lost on this one and can’t find anything via google. i’m using the latest version of 2.5.
You could set the cube to Dynamic instead of Rigid Body, it won’t rotate then. Or just lock the rotation axes. If those options aren’t what you’re looking for, you can try to increase the RotDamp.
oh man, i feel stupid. that worked perfectly, thanks. oh, and anyone know if there’s a tutorial out there for making inventory? i’ve heard there are python scripts, but considering i’m not at all strong with python scripting, i’d rather not use that method. so far i’ve figured out how to pick up an item and have it disappear upon doing so (touch) and i know how to add property value via a message in 2.4+, but 2.5 seems to not operate the same in this case.
edit: well apparently it IS adding items, but it isn’t informing me. i did a scene restart after two items were obtained and it worked. just need to figure out a way to display the inventory to the user.
To do more complex things like inventories, it would be best to just learn Python. The games and problems you face are only going to become more and more complex, so you might as well pick up Python little by little, and before you know it, you’ll be done. To do an inventory, you’re going to have to learn about Dictionaries (which are, actually, simple). Not much more than that to have an effective inventory. As for displaying it, you would probably have display meshes for your items, and place them in the slots for the inventory screen (again, Python). However, some have done inventories without Python, if I recall correctly.