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Ledge checking in PlayerPawn

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ShinDarkfox
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Joined: Sun Mar 01, 2009 8:22 pm

Ledge checking in PlayerPawn

Post by ShinDarkfox »

Now, I'm not too sure here, but I've been looking through the code involving everything pawn and playerpawn and haven't found yet the way the game checks if your at a drop point. I mean, at the edge, not falling but close to it. I've attempted using "Function MayFall()" which is called by the engine itself, but didn't play the animation I wanted unless I'm doing it wrong (placed in group "Waiting"), does however do the test message "I am about to fall!" so I'm guessing it ignores the call to play the animation due to PlayWaiting. Anything I can add in the PlayWaiting function instead or is it purely in "MayFall"? I would consider a boolean flag (e.g. bEdgeStepping) but I wouldn't know how to unset it unless I had everything from PlayWalking to PlayInAir to unset it. Any ideas?
Mewtwo

Re: Ledge checking in PlayerPawn

Post by Mewtwo »

21351235
Last edited by Mewtwo on Sat Jul 23, 2011 10:45 am, edited 1 time in total.
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.:..:
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Re: Ledge checking in PlayerPawn

Post by .:..: »

Ledge checking is all handled in C++ codes so you won't find it in UnrealScript.
Whatever it's checking or not depends on Pawn.bIsWalking.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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ShinDarkfox
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Re: Ledge checking in PlayerPawn

Post by ShinDarkfox »

Just tested the MayFall event further, seems to just be when it is JUST starting to fall rather than at the edge. Well, gee. And I looked around for bIsWalking in Pawn and PlayerPawn to no avail, so it seems this would not be an easy task as I once thought.

Since it is all checked by the engine itself (in C++ I'm assuming means, in the source code) then I guess there would be no way to do this without some trouble. Well, wasn't much I had planned other than a silly "Woah!" to test if it works.
Last edited by ShinDarkfox on Wed Mar 02, 2011 8:31 pm, edited 1 time in total.
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