skinwalker
Member
Hello,
Imagine you have the scenario below
The player moves forward with a high speed and my question is how do I make him stick to that slope, instead of shooting off in the air. Is it a good solution to change the GravityMagnitude to 10000 of the UltimateLocomotion? Also for some reason even if I do that my fall ability gets activated (min fall height is set to 0.2, so I have to change that to >50 or block the ability). I wonder if there are better ways to do this and make sure the character is completely on the ground.
My idea is to have a couple of those high speed slope zones which will always ground the player unless he hits jump or is in the air before he enters the slope area.
On a separate note: Can classes that inherit from Ability call OnTriggerEnter/Exit only when the ability is active? I know we can do IsActive check, but OnTriggerEnter still won't get called if I'm already in the trigger before I activate the ability. We are going to need OnTriggerStay, but I guess because of performance reasons or something else you haven't added it.
Imagine you have the scenario below
The player moves forward with a high speed and my question is how do I make him stick to that slope, instead of shooting off in the air. Is it a good solution to change the GravityMagnitude to 10000 of the UltimateLocomotion? Also for some reason even if I do that my fall ability gets activated (min fall height is set to 0.2, so I have to change that to >50 or block the ability). I wonder if there are better ways to do this and make sure the character is completely on the ground.
My idea is to have a couple of those high speed slope zones which will always ground the player unless he hits jump or is in the air before he enters the slope area.
On a separate note: Can classes that inherit from Ability call OnTriggerEnter/Exit only when the ability is active? I know we can do IsActive check, but OnTriggerEnter still won't get called if I'm already in the trigger before I activate the ability. We are going to need OnTriggerStay, but I guess because of performance reasons or something else you haven't added it.
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