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Zable Fahr

Joined: 04 November 2004
Posts: 74
06 November 2004 02:38 (UK time)

I'm not sure if this is related to any other bugs (I've seen some other ones mention clipping errors), but just in case I'm posting this.

There has been at least more than one case that I've experienced where exiting a vehicle displaces the player either into a wall or even on the other side of the wall. Also, the same happens when the vehicle is destroyed. I remember piloting a mech (not in any of the built-in maps), and it was destroyed while being on one side of the wall. The player was then placed a few pixels into the wall, and couldn't move. I'm not sure what happens when you exit a flying vehicle over water.

(Speaking of flying vehicles, they seem to be able to fly over everything, huh? I suggest creating another terrain type that blocks flying movement as well, so players can't use them to bypass keycard doors. Also it looks awkward when you create a building that you assume has a closed ceiling, and suddenly a bomber comes in and lays waste to everything inside.)

Back to the bug, usually if you just exited a vehicle and got stuck, you might be able to climb back in and unstick yourself, but this isn't the case if the vehicle got destroyed.

This isn't exactly a clipping error as it is a positioning error; I think what's happening is that the clipping code that the game uses for normal movement and weapons fire isn't being used for exiting vehicles.

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James Bunting
Joined: 17 September 2003
Posts: 1308
06 November 2004 16:21 (UK time)

Yes. There are plans to add a "super solid" passable type so aircraft can't go over some walls. This is obviously a big issue when the player has access to an aircraft and you need key doors etc.

One thought was...

Standard wall = solid to helicopters, passable to planes.
Super solid wall = solid to everything (plans kinda bounce off by mirroring their approach angle).

As to the get of of vehicle thing it is amazingly basic and indeed flawed...

If top left is clear then place player there.
Else place player at bottom right (no matter what)!

Obviously I need to refine this. Its basically a matter of checking in more places (perhaps dynamically).

James.

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Zable Fahr

Joined: 04 November 2004
Posts: 74
07 November 2004 00:30 (UK time)

I think if there's absolutely no room for the player to get out, then you might want to consider just having the player be stuck inside the vehicle. This does make sense realistically speaking. Maybe there should be a console message to the effect of "You don't have enough room to get out." If the vehicle is about to blow up, then, well, better luck next time :-). The same goes for flying vehicles over water; the player shouldn't be able to get out if he's flying over water, and the risk of being destroyed along with the vehicle when he's over water is just a strategic risk associated with flying over water.

Super solid walls are a good idea; I think a better name would be super-high walls, since the reason you can't fly over them is because you're not flying at a high enough altitude. I think you can even extend this by giving walls and units an altitiude property, and you need to have an altitude greater than the sector's altitude in order to pass over it. You could set a sector's altitude to be the maximum to make sure nothing passes through it.

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James Bunting
Joined: 17 September 2003
Posts: 1308
07 November 2004 20:07 (UK time)

I already planned on the keep the player in vehicle idea, the console message is a nice touch, thanks.

As for the walls "high" is a much better word!

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Assain

Joined: 02 November 2003
Posts: 979
07 November 2004 22:32 (UK time)

How about just calling it "Solid (building)" as in its a building solid- nothing goes threw it?

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