In the future, it will signal us even when the player is standing on a jump-though platform. It relies on two other scripts to return the colliding instance below (or noone if none found). It’s a simple script but you can already tell it’s doing a lot of things for us. return instance_id of the colliding ground object or noone if not colliding For this reason we code a on_ground script like this one. Because of that, we need a way to tell if an object is on the ground be it on an oWall or a oSlope. You need to know how to behave based on the answer to this question so it’s essential to get this script right. This question needs answering in a lot of different contexts. Coding the Engine Is the object on the ground? This new system lets the objects go a little “inside” the slopes and it doesn’t look that weird anymore.
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