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FPSC Classic Scripts / appear no gravity

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Sinistar
19
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Joined: 23rd Jul 2004
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Posted: 21st Oct 2005 05:33
If you make a flying entity and use appearnogravity, then for some reason there\\\'s no level collision. It just flies through walls. Am I doing something wrong? Anybody know why nogravity means no level collision? Is there some other way to fake no gravity or get level collision anyhow?
Sinistar
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Joined: 23rd Jul 2004
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Posted: 21st Oct 2005 05:42
Yep I tried different things and as soon as you say "nogravity" as an action in a script you also turn off level collision.

This seems to be a bug in the program and really doesn't allow for floating entities of any kind to behave properly. I can try to fake floating I guess.
BULLSHOCK 2
Retired Moderator
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 21st Oct 2005 15:14
how i did it, is i copyed a vertex of my model, and i put it down below the model, about the distance that i wanted it to be off the ground. apply gravity, but the charecter thinks it is on the ground even though its one vertex that no one can see is down on the ground alone.

Sinistar
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Posted: 21st Oct 2005 18:15
Yeah I thought of that too. It just bugs me that collision turns off with gravity.

I got around it by making the creature stop when it can't see you.

Since it only wants to move toward you when it moves then it won't go through walls. That way I can take advantage of the cool hover function. I might still do it the other way, but then it will fall into holes.

I have another question:

I make it follow you up like when you go up stairs using the plrishigher function. But I can't seem to find a plrislower so how to make it fly back down to your level. I'm just trying to make it stay sorta on your level.
BULLSHOCK 2
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Posted: 21st Oct 2005 19:16
from what i understand...if you give plrhigher=x a negative number, it should work like that. but there should be a plr lower command in riker 9.

holes...i didnt think of that

Pulsar Coder
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Sinistar
19
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Joined: 23rd Jul 2004
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Posted: 21st Oct 2005 22:02
Maybe I could use the raycast command to see how high the entity is off the ground? I've never been able to get raycast to do anything.

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