I am making a game where the main character will drive a car. It is a
3rd person camera. Lets say, when the character is near a car and player
will press the use key ( e.g. “E”), the main character will open the
car’s door and sit on the drivers sit ( than the character will become
child of the car node and, the control will switch from character
control to car control, this is not my problem). My problem is, how to
let the caracter know that where is the door and he will go and open the
driver sides door?
In simple words, if the character is inside the trigger area of the car
and player press the use key, how the character will know that where is
the door of the car?
Here is what I want to tell u:
Thanks for ur reply,
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honestly that part should be fairly easy too. The more sphisticated way
to do it would be to have an area defined as the space where the car
door can be used, and then have a point defined where the door handle
is. When the player presses the Use key, he can turn towards the door
handle so that his animated hand will grab onto it and open it. Since
this is 3rd person, it doesn’t have to be perfect, just close enough so
that he doesn’t grab solid metal and open the door. If you’re going to
have different cars of different sizes, you might need to make several
animations of opening car doors that adjust to these different hieghts
off the ground.
Ya, but it is the second step, the first step is, wherever the character
is(inside trigger area), he will hv to come near the door by itself.
That mean as soon as the use key will be pressed, the character will go
to the driver’s side door by itself. The control will become something
like self control(character node), not keyboard control(human).
BTW, thnks for reply
Have a point parented to the car that represents where the character
should be standing to play his “open door” animation, and path the
character to that point, using whatever usual obstacle-avoidance system
you have for characters walking around.
Ya, got it. thnks Reedbeta. When, starstutter said animation, was
thinking about an animation sequence.