kospy
New vMember
Posts: 3
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Post by kospy on Jan 1, 2017 19:53:18 GMT
Hello, I'm currently working on ranged weapons for my game (bows, crossbow, etc), and I wanted some advise about using this against invector character AI (I'm not using the invector player character). As I need a good hit precision to correctly apply damage and stick arrows, I disabled collision of the "enemy" layer with my projectile layer in the physic engine and changed all ragdoll colliders to a new "body part" layer (and set projectile to hit this layer). However, I discovered that all ragdoll colliders are automaticlly disabled by the vragdoll component when the character is not in the ragdoll state. I'm not sure why its is done like this and I wanted to know if it's possible to modify invector script (without messing up with something else) to keep colliders actived even when not in ragdoll? If yes, I will apreciate an option to keep this colliders activated in a next version ![:)](//storage.proboards.com/6568894/images/ZBmrSnGk3oAEFhI1X_mk.gif) Thanks for your help!
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Post by Invector on Jan 2, 2017 15:52:28 GMT
Open the vRagdoll script and you will see that on the Start we call the method > setCollider(true); just comment this line and every other call and your colliders should be enable ![:)](//storage.proboards.com/6568894/images/ZBmrSnGk3oAEFhI1X_mk.gif)
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kospy
New vMember
Posts: 3
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Post by kospy on Jan 3, 2017 15:23:41 GMT
Well the main reason was to avoid conflict with the main capsule collider of the character
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