• Prop Walking GitHub
    18 replies, posted
Prop walking provides a fluid gameplay experience when moving on props. If you've ever tried mounting (especially unfrozen) props in a multiplayer server you know what I'm talking about. The project is currently a WIP - it provides the bare-bone approach and layout, but it still has issues and temporary solutions. The good news is I've already implemented the solution to the two biggest problems so far, which were: Correctly predicted player movement Semi-localized player movement on moving props In other words: the script works. With that said, it's not yet playable; there are issues to be ironed out, which is why I'm posting this thread: we can solve this faster if we work together. Prop Walking GitHub The Approach The idea is to make walking on props indistinguishable from walking on the world. This is enabled by 'covering' the original mounted prop (ground) by a prop_walker (pw) that satisfies these conditions: the pw is always frozen the pw's physical model/PhysCollides is identical to its ground's model/PhysCollides at any given movement state, the pw's absolute position (angles and position) also equals the ground's absolute position (parented) instead of 'walking' (colliding) with the original ground, the player being served is 'walking' (colliding) with the pw PWs are per ground and not per player: this is to ensure smooth ground-to-ground transitions. Support for moving grounds is enabled by simply retrieving the player's future localized position after a movement iteration and setting it in the movement iteration that follows. This approach naturally supports any player movement system (custom/tweaked default), both for static and moving grounds, no matter the ping. This means we don't have to rewrite player movement from scratch or do other fancy illusions. Current Known Issues / TODOs From most important to least important: Disabling the collisions on the original ground means the player can't interact with it by shooting it - ideally a player should only 'physically' collide with the prop walker but not be able to shoot it, and not physically collide with the original ground, and still be able to shoot it. Other player models are visually rubber-banding/stuttering on moving props, as well as animations reflecting absolute movement rather than relative movement on moving props Resolve very subtle prediction errors, as well as more apparent ones noticeable when on a prop that moves upwards or downwards (not sure what the cause is just yet, might be an artifact of up/down player unstuck code) Resolve all player stuck cases (currently only basic up/down unstucks implemented) efficiently Improve the player-to-propwalker 'stickyness' factor - for example don't necessarily stick to prop walkers if the ground gets violently pulled under your legs, allow catapulting of players, etc Simulate player weight on ground There will be more, will update in the future Other Stuff This is my first time actually using GitHub, learning as I go so sorry if I make silly mistakes The code currently in the repository is a slightly older version so it may have some faults - in exactly 16 days I'll be able to access more up-to-date files and I'll update/merge Some parts in the code are still experimental but thankfully not (yet) hacky (if we ignore the entire approach that is :V) All merge requests will be considered and appreciated! Please don't actually start using this anywhere! It's not ready yet!
I wanna see this happen so much.
I can't wait to see the outcome of this project; it has very much promise. It's going to be especially useful in Spacebuild maps when building space ships; the character normally has a hard time walking on a moving object, and is usually terminated as a result.
Moved to the correct section.
Awesome! Waited for it pretty long dude.. I'm sure you're able to fix the current problems and I'll try testing it on some gamemodes with some playermodels to make sure there are no unknown bugs!
Great, any form of feedback/quality assessment is appreciated!
I love this addon. But there's something I don't like at all. If you stay on a prop and use the grav or phys gun you are able to surf really fast without having problems.
This is really neat
that's an expected result atm, keep in mind at this stage it's not designed towards playability
Yes, I keep that in mind. I just wanted to give you this information, if you did not know it before.
in the future, player weights/velocities will be taken into account so you wouldn't be so sticky to the floor etc, so this will mostly be solved (although prop surfing with the physgun is going to be possible if done carefully)
Solved unreliable player shooting/physgunning/other interactions with the entity after it has been walked on, also pushed a more updated version
Hey I'd like to add you to talk about some things with helping you clean up and optimize this script. here's my steam profile and here's a link to my github fork of things I've changed so far.
Is there any info about where this is currently? or is this ded
was updated a month ago on Github https://github.com/Vioxtar/prop_walking
I plan on continuing working on it in the next coming weeks, a bit occupied with other things until then
Cool ,thanks for the update! This will be very convinient when it is done.
Awesome! Imagine the possibilities with this :O
lmao nice I like it how there's no stutter
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