The throw's height, distance and direction are determined by the TRAM. The bottom of the collision sphere remains on the ground, so when the collision sphere contacts the railing or crate, it prevents the character from going over.
Jumps are considered flying by Oni and are affected by physics. The bottom of the collision sphere is attached to the feet. By changing the gravity and velocity factor in the ONCC you can control how high the character can jump. By changing those values, we have the kangaroo jump and jet pack mode.
To see what I mean use the command chr_debug_sphere=1 and compare a throw, running kick and jumps.
]]>Also, it occurs to me that when you're jumping, your hitbox doesn't gain extra height when you go over an object.... wouldn't the same principle apply to a throw?
]]>Oh, and AI with holestered weapons would be awesome, make it more interesting, you'd have to sneak up on them to take their gun
]]>Pretty interesting. It could definitely work on throws to make people go a little airborne (go over railings, land on top of boxes, etc.)
Making enemies go over obstacles and land on top of them has already been tried out using particle combined with TRAM hacks (Loser can give you the details once hes done with his studies) demos here: http://www.youtube.com/watch?v=3MtbHqbfLTE
]]>I'm not hiding anything . The location of a character for visual purposes can differ from the location of a character for collision purposes.
Pretty interesting. It could definitely work on throws to make people go a little airborne (go over railings, land on top of boxes, etc.) -- the only strange thing that could happen is that if someone was shooting someone who was in the middle of being thrown, wouldn't that mean they would have to aim away from the actual character model and it would look like they're just shooting the empty air (yet actually doing real damage)? AI would probably handle it fine but it could be a little irritating if you were the one trying to shoot, since you'd have to figure out where the character actually is. In that split-second of time you might not even have enough time to react properly, and a well-aimed Mercury Bow that normally would have hit them would pass right through the character model leaving them unharmed -- aside from the throw, of course!
Probably not that big a deal though, since this would be a fairly rare case.
]]>Btw Oxe I'm using a dark theme muhahahahaha!
]]>Oh ok I misread your post, sorry
]]>What do you mean with the forum game?
]]>Also play the forum game man :V
I always thought it would be cool if we could have make a strike team in a level. Like script a bunch of snipers in the TCTF HQ, would look like a great assault
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