2011-04-22, 10:01 PM
I am 99% sure there is a prf that controls whether or not an enemy can 'fly' and I was fairly certain way back when you showed me where that flag was in the prf lol.
The thing is, the idea of leaving the root bone at the bottom and moving the model up may be a better way to do it in the long run because the 'flying' enemies SOM currently has put the root node way in the air and when you kill them, their coins/drops float in the air where their root node is. So if your root for a flying enemy were at the ground but the enemy were way up high i think the dropped items would appear on the ground instead.
One thing to think about though...where is the hitbox for the enemy? I am not sure how this is controlled but if your floating model is above the hitbox, it could really mess up the way som interprets combat interaction and its ability to see you above/below itself as it moves.
The thing is, the idea of leaving the root bone at the bottom and moving the model up may be a better way to do it in the long run because the 'flying' enemies SOM currently has put the root node way in the air and when you kill them, their coins/drops float in the air where their root node is. So if your root for a flying enemy were at the ground but the enemy were way up high i think the dropped items would appear on the ground instead.
One thing to think about though...where is the hitbox for the enemy? I am not sure how this is controlled but if your floating model is above the hitbox, it could really mess up the way som interprets combat interaction and its ability to see you above/below itself as it moves.
- Todd DuFore (DMPDesign)
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