Talk:UnrealOni: Difference between revisions
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Paradox-01 (talk | contribs) m (climbing system, bug fixes) |
Paradox-01 (talk | contribs) m (reduced char capsule size) |
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== | ==Adjustments== | ||
===v2=== | |||
* Reduced capsule size for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat. | |||
===Bugfixes=== | ===Bugfixes=== | ||
'''Editing a Montage for height adaptions:''' | '''Editing a Montage for height adaptions:''' | ||
Line 13: | Line 16: | ||
'''Prevent rolling animation when character should just grab a ledge:''' | '''Prevent rolling animation when character should just grab a ledge:''' | ||
* | * Add here | ||
'''Prevent ledge grab when character falls far too fast''' | '''Prevent ledge grab when character falls far too fast''' | ||
* | * Add here | ||
===Internal improvements=== | ===Internal improvements=== | ||
* Merge General BP Interface with ONCC interface | * Merge General BP Interface with ONCC interface |
Revision as of 15:46, 19 March 2018
Adjustments
v2
- Reduced capsule size for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.
Bugfixes
Editing a Montage for height adaptions:
- Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset.
- In the animation select root bone, disable other axes (eye symbole), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.
Temporal solution for climbing up:
- Increased grabbing height in MoveToLocation macro. Height Location subtracts now 95 instead of 120. (In theory this number should match the characters capsule height?)
- With increase grabbing height the character comes out to high. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The the later makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.
Temporal solution for climbing around a corner:
- CornerLeft and CornerRight uses now Z values of -10.
Prevent rolling animation when character should just grab a ledge:
- Add here
Prevent ledge grab when character falls far too fast
- Add here
Internal improvements
- Merge General BP Interface with ONCC interface