Hey Amir,

Nice feature there, by the way is this a part of the navmesh GSoC? It
looks like a feature which would go well with that perhaps.

On Sat, Aug 9, 2008 at 11:04 AM, Amir Taaki <[EMAIL PROTECTED]> wrote:
> Hi!
>
> In CEL we now have ledge grabbing. It is not ready for release, the code is
> ugly and it lacks more than a few features but it's there and it works!
>
> All points on ledges share the same y component since you cannot shimmy up a
> diagonally slanting ledge (that's just stupid!). So you define the ledges
> for your game using addons in the sectors in your world files-
>
>     <addon plugin="cel.addons.ledges">
>       <ledge y="1.3">
>         <p x="-0.1" z="-4.9" />
>         <p x="2.1" z="-4.9" />
>         <p x="2.1" z="-7.1" />
>         <p x="-0.1" z="-7.1" />
>         <p x="-0.1" z="-4.9" />
>       </ledge>
>       <ledge> ... </ledge>
>     </addon>
>
> Always offset 0.1 away from the ledge otherwise the player will get stuck in
> the geometry they snap to.
>
> To use iPcGrab, whenever the player is allowed to grab the ledge (such as
> when performing a jump) then setup the correct stay by issuing the call,
>
>   grab->SetState (iPcGrab::SEARCHING);
>
> To drop you can do
>
>   grab->SetState (iPcGrab::DISABLED);
>   jump->Freeze (false);
>
> Shimmying along the current edge (across ledges and around corners isn't yet
> supported and it will be) is done by,
>
>   grab->SetShimmyDirection ([-1,1]);
>
> Other targets to concentrate on right now, so I thought I'd share this if
> people want to toy with this before I get to pick it back up again. cya!
>
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-- 
Alex Fuller
http://boberfly.com/

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