GooberMan wrote:Yeah, I certainly wouldn't want it to be a default option. Just something we could turn on/off with a DECORATE setting in the player class.
I wouldn't want to even make it an option. The problem is it's not instantly obvious that the sector you're on slopes to the "higher ledge", especially with a larger radius, and this leaves the issue with suddenly falling
into a ledge just because a slope happened to be there, or even phasing into one. The only way I see it could be handled is some checks with actor step heights, but that'll be too hit-or-miss to be reliable.
It's a very confusing problem, to be sure. Maybe someone with a different approach can figure it out. This is about the second time I have ever looked at the slope code, so I doubt I can work miracles with it overnight.

GooberMan wrote:The alternative is that I experiment with a zero-radius player in DECORATE and handle collisions some other way - which I was kinda thinking of doing anyway. I don't believe you can dynamically alter a thing's radius though?
I don't think you can, no.
GooberMan wrote:Alright, attaching the latest version of my kart script. Still has the attempted velocity extraction in there, I'll have to remove that. The use key lets you enter and exit the car.
Hmm, this is interesting. Something about the third person camera in this seems to making the turning of remote players hyper sensitive. At first I thought it was just prediction being off but seeing as both players are subject to it (in fact, the arbitrator is usually more subject to it), something else must acting up.
There's the usual problems as well like the car lagging behind the player's movement and all that nonsense (which I plan to resolve with predictive scripts), although I can't do anything about that until I figure out why turning touches the light fantastic.
