I do like it, (and the door angle!) but in interests of Early Access I should point out that you still clip through walls if your fixing yourself up next to one.
Maybe force a turn, or a head lean. You've got the short stock mechanic, can it be adapted somehow?
New wounded camera
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Re: New wounded camera
Force turn:
Instead of letting a player clip through a wall, have his position turned (so 45-90 degrees) to force enough clearance so that his motions don't go through the wall.
Head lean:
Helmet resting against wall, so would be slightly leaned forward to keep bandaging motions far enough away from wall to disallow clipping through.
They are just throwaway suggestions, I was just wondering out loud if the short stock mechanic could be adapted to certain body points to cause enough of a position shift to keep player form phasing through during the animation.
Cuz right or wrong, when I'm hurt I hug the nearest cover and get as close to it as I can. I'm trying to remember to turn myself, but don't always succeed in the heat of the moment.
Instead of letting a player clip through a wall, have his position turned (so 45-90 degrees) to force enough clearance so that his motions don't go through the wall.
Head lean:
Helmet resting against wall, so would be slightly leaned forward to keep bandaging motions far enough away from wall to disallow clipping through.
They are just throwaway suggestions, I was just wondering out loud if the short stock mechanic could be adapted to certain body points to cause enough of a position shift to keep player form phasing through during the animation.
Cuz right or wrong, when I'm hurt I hug the nearest cover and get as close to it as I can. I'm trying to remember to turn myself, but don't always succeed in the heat of the moment.
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Re: New wounded camera
Thanks for this, filed. We addressed some cases in which players clipped through walls when leaning, and we'll take another look at wound checking.filed.teeth wrote: ↑Tue May 07, 2024 6:31 am Force turn:
Instead of letting a player clip through a wall, have his position turned (so 45-90 degrees) to force enough clearance so that his motions don't go through the wall.
Head lean:
Helmet resting against wall, so would be slightly leaned forward to keep bandaging motions far enough away from wall to disallow clipping through.
They are just throwaway suggestions, I was just wondering out loud if the short stock mechanic could be adapted to certain body points to cause enough of a position shift to keep player form phasing through during the animation.
Cuz right or wrong, when I'm hurt I hug the nearest cover and get as close to it as I can. I'm trying to remember to turn myself, but don't always succeed in the heat of the moment.
Do you have references of other games using force turn and head lean? We've moved away from aggressively "forcing" player characters into/out of positions (ie, our previous interact system), but there may be something for us here.
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Re: New wounded camera
No references, just the first thing that popped into my head after I popped through a wall.