While attempting to make my own multiplayer FPS implementation, I'm running into a problem with cliffs and the terrain height around these.
Near a cliff, the ground height is altered. But this height doesn't visually affect units. The altered height is only accessible in the triggers. Unfortunately, I don't see a reliable way find the height that the units walk upon.
The height error can be as big as 0.64 while a Marine has a visual height of 0.8. I hope you can see how much of a problem that can be when the "hitbox" of the unit doesn't come close to matching the unit. The errors can appear within a distance of approximately 2 around the cliffs, so the area I'm talking about is not small.
This means that I currently have to hardcode the ground height for the calculations near cliffs.
Maybe someone here has an idea for a better solution.
Cliffs might have extra height around them to allow for smooth flying transitions (no flying into cliff wall appearance and then shooting up to the sky).
Fundamentally cliffs still have a ramp but the terrain under them is disabled. As such there will always be a slope as far as height goes. This should only last until the end of the cliff prop and not affect tiles which are flat near cliffs.
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While attempting to make my own multiplayer FPS implementation, I'm running into a problem with cliffs and the terrain height around these.
Near a cliff, the ground height is altered. But this height doesn't visually affect units. The altered height is only accessible in the triggers. Unfortunately, I don't see a reliable way find the height that the units walk upon.
The height error can be as big as 0.64 while a Marine has a visual height of 0.8. I hope you can see how much of a problem that can be when the "hitbox" of the unit doesn't come close to matching the unit. The errors can appear within a distance of approximately 2 around the cliffs, so the area I'm talking about is not small.
This means that I currently have to hardcode the ground height for the calculations near cliffs.
Maybe someone here has an idea for a better solution.
Cliffs might have extra height around them to allow for smooth flying transitions (no flying into cliff wall appearance and then shooting up to the sky).
Fundamentally cliffs still have a ramp but the terrain under them is disabled. As such there will always be a slope as far as height goes. This should only last until the end of the cliff prop and not affect tiles which are flat near cliffs.