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Genebris

Collision based melee combat

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I have made a simple collision based melee combat system, it seems to work fine, you can take it if you want. But I also have a question about it. As you can see on the video below, weapon collider moves with a small latency, can I do anything to make it follow weapon model faster? Or is it the best result I can get? (Sorry for the video quality)

 

Here is the main code:

 

 

function Script:Start()

if player.weaponTrigger then player.weaponTrigger:Release() end

player.weaponTrigger=self.entity

player.armR.script.weaponTrigger=self.entity

self.parent=self.entity:GetParent()

self.bloodPoint=self.parent:FindChild("BloodPoint")

self.entity:SetParent(nil)

self.entity:SetGravityMode(false)

self.entity:SetMass(1)

self.entity:SetCollisionType(10)

self.entity:SetPickMode(0)

self.parent:SetPickMode(0)

self.entity:SetKeyValue("noPick","true")

end

 

function Script:UpdatePhysics()

local p = self.parent:GetPosition(true)

local r = self.parent:GetRotation(true)

self.entity:PhysicsSetPosition(p[0], p[1], p[2], 1)

self.entity:PhysicsSetRotation(r[0], r[1], r[2])

end

 

function Script:Collision(entity, position, normal, speed)

if not self.ready or entity==player.entity then return end

local d=Time:GetCurrent()-self.startTime

if d>50 then

if self.bloodPoint then

position=self.bloodPoint:GetPosition(true)

else

position=nil

end

player.armR.script:Hit(entity, position, normal)

else

App:Notification("Attack failed "..d)

end

player.armR.script.animationmanager:ClearAnimations()

player.armR.script:Idle()

self.ready=false

end

 

 

The idea is very simple: when player equips sword the sword prefab is being loaded and attached to the hand bone. The sword prefab has a sword model and an extra object with collider (WeaponTrigger). Also there is a blood point in the prefab to create blood particles in it's coordinates, but that doesn't matter. In WeaponTrigger start function this entity is being separated from the sword model and in UpdatePhysics it's being moved to the sword model position.

Obviously, when this trigger collides with something we can hurt it and stop attack animation.

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I'm guessing you are getting that lag because you are setting the position/rotation in the UpdatePhysics() function which is called at a specific rate (ie not as fast as possible). Try doing that in UpdateWorld() and see if you get the same lag.

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I'm guessing you are getting that lag because you are setting the position/rotation in the UpdatePhysics() function which is called at a specific rate (ie not as fast as possible). Try doing that in UpdateWorld() and see if you get the same lag.

Yes, I think so too, but in updateworld it doesn't work at all.

Have just checked it again, in UpdateWorld the trigger lags like hell and flies away from the sword.

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I think you can just parent the "sword" to the wristbone in start(), no need to use PhysicsSet...() at all.

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Yes, I guess instead of this collider box I can place two pivots and launch a cylinder raycast beetwen them every frame, nice idea, thanks. But this probably won't work if the whole sword is inside the enemy mesh. Will test it later, don't have time now.

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Get the bounding box of the sword and then do a ForEachEntityInAABBDo() to see what it's colliding with.

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