1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

map.rayCastSolid seems to "collide" with platforms

Discussion in 'Suggestions & Ideas' started by FunATuns, Jun 21, 2017.

Mods: Rainbows
  1. FunATuns

    FunATuns Builder Carry Donator

    Messages:
    114
    I'm creating a semi realistic vision mod, where direct line of sight is needed for a blob to render and I use map.rayCastSolid to detect visibility between the blobs. It works fairly well except platforms are considered completely solid and there seems to be no way to alter this without altering the platform's collisions, which break the platform. My suggestion is allowing rayCastSolid to return false when looking through anything applied by shape.AddPlatformDirection, or at least return false when looking through the platform from the back. I will add an image if I am not clear in what I am asking.
     
  2. Fuzzle

    Fuzzle Grand Grumbler

    Messages:
    297
    This would fix a lot of issues with pickup (items inside platforms) and attacks.
     
    Vamist likes this.
  3. Asu

    Asu THD Team THD Team Forum Moderator

    Messages:
    1,580
    I thought it was partly fixed? I recall it was literally impossible to pickup items fallen in a platform before, I didn't have that issue recently (at least not this severe).
     
  4. Fuzzle

    Fuzzle Grand Grumbler

    Messages:
    297
    Partly fixed, indeed: You have to stand on the item to pick it. This could fix it entirely.
     
    Last edited: Jun 21, 2017
  5. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    I'm open to making different raycast functions available - what functionality would be helpful in particular? Could potentially pass them to an overload of getHitInfosByX as well.

    This one (solid platform static blob nearby) has definitely been a stickler for a long time, but you have to be careful breaking things like hitting through doors (which are also solid blobs, though indeed not platforms).
     
Mods: Rainbows