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Post by siesatia on Feb 5, 2017 14:11:19 GMT
I decided to do a deep dive on the Ladder because I felt it is one of the weaker aspects of the TPC. I'll be doing a few more of these for other aspects of the controller today. Issues I've encountered with the Ladder: Jumping and Landing near the ladder will sometimes catapult you into the stratosphere, you continuously fly into the air forever and nothing will save you. Landing on the top of the ladder will leave you crouched and floating in the air. See picture Below. I've put up the debug window for ease of troubleshooting. Handholds are squirrely, and often looks awful. The System may need to see IK implemented to assist the process. When you are descending the ladder from the top, holding forward, you will mount the ladder and then climb up because the facing of the camera is not taken into effect by the input/control scheme. This is unnatural and very not tripple-A. If I am holding "Defend" and start climbing, I am able to climb up without handholds and it looks very bizarre. See Picture Below: Footstep System leaves footsteps on the surface behind the ladder. Also, upon dismounting, it often spams footsteps.
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Post by siesatia on Feb 5, 2017 14:30:23 GMT
I managed to get the "Fly Into Space" to trigger, jumping near the Ladder can sometimes result in this occuring. I have the Debug Window open for ease of troubleshooting:
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Post by Invector on Feb 6, 2017 15:36:07 GMT
What version are you using? I'm trying to reproduce those bugs here and didn't get one except the blocking, which is very simple to solve just add this else here in the vMeleeCombatInput
if (MeleeAttackConditions) { MeleeWeakAttackInput(); MeleeStrongAttackInput(); BlockingInput(); } else { isBlocking = false; }
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Post by siesatia on Feb 6, 2017 19:15:38 GMT
What version are you using? I'm trying to reproduce those bugs here and didn't get one except the blocking, which is very simple to solve just add this else here in the vMeleeCombatInput if (MeleeAttackConditions) { MeleeWeakAttackInput(); MeleeStrongAttackInput(); BlockingInput(); } else { isBlocking = false; } 2.0c is the version I am currently using.
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