Author Topic: Side-stepping through two-stud spaces  (Read 512 times)

I have been thinking about a cool thing that could be added to Blockland: the ability to walk through two-stud spaces while walking sideways.
The player is known to be three studs wide. What I noticed is that the player is about two studs in depth.

How my idea would work is when the player walks sideways, they can fit through two stud spaces but only from the side. The player would not be able to turn while walking through the two studded space. This could be interesting and useful for all sorts of different things.
« Last Edit: March 11, 2012, 03:14:22 PM by Electrk »

When players enter water they should slowly grow bigger and bigger until they absorb all the water like a sponge, and then be able to waddle around and spew water like some kind of reverse camel.

When players enter water they should slowly grow bigger and bigger until they absorb all the water like a sponge, and then be able to waddle around and spew water like some kind of reverse camel.

Oh god my sides

It seems like all you would have to do is change the collision box for the player model.

It seems like all you would have to do is change the collision box for the player model.

Really? I thought it was going to be as complex as hell.

Change the collision box when walking starts, then when it stops, use a raycast to see if stopping walking is okay. If not, continue walking.

Change the collision box when walking starts, then when it stops, use a raycast to see if stopping walking is okay. If not, continue walking.
No?

Couldn't you just make the collision box narrower from front to back?

Sorry but all of these suggestions wont work properly.

The collision box never actually rotates, and if it did, you would be constantly getting stuck.

Would be cool, but it can't really be done.

Player type collision boxes are created through the script. And the default player's collision is the same length and width.
Here is a visual representation of a default player, with the darker square outlining the collision box:

It is possible to shorten the length of the collision box, to create a rectangle shape, instead of a square one. Like this:

That would work just fine up until the player decides they want to turn. Then what will happen is this:

Would be cool, but it can't really be done.
Thanks for the diagrams. And sometimes I really hate how Torque works..

Thanks for the diagrams. And sometimes I really hate how Torque works..
No problem.
And yeah, it would be nice if the collisions on players worked more like they do on vehicles.
That would make all animal player types so much better.

I do not think torque is really able to stop the turning of the player if the person is in a 2x space.  Turning is handled client sidedly and then updated through the server, I believe.

If it is possible to set the width and depth of the player to two different values, I do not imagine it will work well.  Setting a player scale to something weird still maintains an identical width to depth collision box.