Grab then push/pull logic.
So I've asked something lile this before but still haven't figured it out yet. Has anyone figured out how to do grab then push/pull logic yet? Have been trying for a week or so now but still can't work it out. I want to do something like what Steve_big_guns has done in his Captain Shadow level where you can grab hold of an object then push or pull it around (Also wanting to do the wall jumping and swiming but gonna work on one problem at a time.) I know the grab animation can be done with keyframes, but haven't figured much else out yet.
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I think the general idea would be to have a tag on the surface of the object you want to push, and a tag on the puppets hand. When you want to push (maybe you enter a trigger zone AND push x) then you trigger a key frame to put your puppet in a pushing pose and you teleport the object tag to the hand tag. I would use a counter switch to keep the teleporter on (and locked on your hand) till you hit x again. This will reset the counter switch, power off the teleport and leave the item where it is.
Hopefully that makes sense! I’m still wrapping my head around these ideas. -
Tried this way out but it seems to bash the object into the puppet and the puppet gets pushed away. Have also tried with followers and force appliers, but both just seem to either automatically move the object towards the puppet and push it along or move away from the puppet while the puppet stands there in the grab pose. What I would like it to do is when I stand near it and press a button the puppet goes into a grab animation (which I've done with a keyframe), then have both the puppet and the block move together with the left stick, so that it looks like the puppet is pushing or pulling the block along the ground.
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I’m figuring my way through these issues at the moment too. I’m making a game where you can pick up rocks and throw them. My solution to the character collision issue was to turn off the object’s collidable attribute while the character is interacting with it and turn it back on when I stop.
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