Slipping platforms

Piccolo

Well-known member
Hey guys,

I'm trying to create slipping effects on some platforms. The idea is that when entities are on these platforms they have an additional velocity momentum (which can either be positive/negative, increasing/descreasing, depending on the platform and where/how entity is on platform).

Right now I'm just increasing entities velocity as they stay in range of a platform script, so that platforms act as some kind of special conveyor belts.

Problem is, velocity can be nullified or overridden by some events, such as getting into idle or walk animation.

Any idea on how to avoid velocity resetting (while keeping normal controls) ?


Edit : Hum just thought about a workaround idea using bindentity. When character entity gets on slippy platform (i.e. enters range of platform's script), it gets binded to an invisible entity that moves according to platform's physics properties. Then I need to somehow modulate this standard movement by checking character animation.
 
Was going to suggest you bind an entity that applied movement to simulate slipping but looks like you already figured this out. That technique is pretty effective for a lot of things really. Gives you benefits of an update with a fire and forget style.

DC
 
Well thanks for answering anyway, it does confirm binding is the way to go for that. And yeah binding offers a lot more applications than what it seems at first, it's really nice to have that kind of function.

I tried what I had in mind and so far it works great. I also added code to unbind the character entity anytime its Y velocity becomes superior to 0 (i.e. when character starts any kind of jump) and am glad it works despite the active binding.
 
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