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Change built-in behaviours?
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[quote][b][/b] wrote: Ah, thanks for the info [b]just_in_case[/b] Is that the same advice for all built in C+ actions - do you suggest I'm better to use external java scripts for everything - or just specifically the keyboard controller? Thanks. Shame about the parameters but, as you pointed out, it's better not to use it anyway. The collision "rays" is a really good idea - I made my own using a similar idea - I shoot bullets (every 70ms) from the front of the car, then move a node to the relative position of the "last bullet impact" - I have an "on proximity" event set on that node - so when the car enters it's proximity it knows it's hit a wall or a car or pedestrian or obstacle. I use the same idea for floor collision, I'm firing bullets from the base of the car to detect when it leaves the ground to stop the skid-marks being drawn in mid-air, if the car jumps off the road and leaves proximity of the last-bullet-hit node. I also used this bullet-node method for flight-mechanics of planes and missiles: I move the game-character AI to the last-hit-bullet node. Doing this means I can move any of the character-nodes with the mouse (if I shoot directly from the camera to the camera target). This works great for planes and also missiles. Great suggestion for the inclination also - I didn't think of using animated rotation - will definitely be smoother. Would rays from the front of the car (for head-on crash-detection) and from the 4 tyres (for inclination/floor collision-detection) become very slow - or would it be as fast as the normal "collide when moved" inclination option? Thanks again for the extra script and info - I'll study them all and try to make my own controllers for the cars, bikes and planes in my game. Really excited to try this.[/quote]
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