I was fiddling around trying to get all the script errors away from my old worlds and I've finally got them loading again. However, this time there's no player at all, my camera sits at world 0,0,0
SO, I thought this was a good time to play around and I tried to bring in the push_ball from the marble game. Something rather unique happened that I'm trying to understand, but seems strange.
Anway, I have a bunch of simple spider characters with two animations about the world. They work ok when pathfinding and whatnot and even react to being shot. But they've never worked as player controlled models, mostly because I never set them that way. I do, however, have them checked as 'make player' because it was required for the old AI scripts.
So as soon as I put in the push_ball, I gained immediate control over one of the spiders with the exact same camera control and rather fluid movement of the push_ball in the marble game. However, the spider doesn't roll like the ball, he walks perfectly and even sprints. I thought "woah". Then I thought "wtf?". I like it, but not that it happened without me knowing. I wanted to roll the ball around.
It started me questioning how the ball is rolled. Animation or physics? I would of expected the spider to attempt to roll and wig out, but it's using it's animation. So...I need to look into it more
Seemed weird why the farthest spider across the room got activated, so I turned off 'make player' on it and control went to the very next spider closest to the ball. I turned that off and again, next spider. However, those were 2 types of spiders and I have 3 in the world. The third never gets control, he's set up the same as the others.
Once both types of spider are turned off and control has no more to choose from, the camera goes to world 0,0,0 and I have no control at all. I was hoping to control the ball.
At all times I have control, I can see and push around the push_ball with the spiders.
Last but not the least bit weird, unchecking 'make player' took control away from the spiders only until the last one of the working type was deactivated and then it went back to the first one, reactivating controls...without 'make player' ticked. Only deleting them or setting them to 'invisible in game' handed over control at that point.
In the end, if I wanted to push the ball around my world, I'd load it into the marble game and ensure the rest of the default scripts were jiving properly. I'm quite certain it has something to do with other scripts. I did try to steal both main.gsl files from the marble and FPS demos and put them in my project. These results happen as long as the push_ball is in my world. I also had to copy the default script and point it to a local folder, but that didn't appear to act strange.
BTW, I was exploring player controls recently so that I could be clear to test the elevator example that I'm going to try and recreate starting Monday. I want to remind people that the player movement issue was solved and you can get the
UPDATED PLAYER SCRIPT HERE and read the
INSTRUCTIONS from Gekido which are "Simply unzip and overwrite the network_character.gsl script in the Editor\scripts\Characters' directory of your GameCore install." And it works!!! I think it even jumps, but kinda not sure. Something happens, but he won't win any dunk contests.