Inhis wrote:
Kontrolfreq wrote:
"Natural game physics"? Why can't they just code it so you DON'T go through the wall in the first place??
It's only happened to me once, I was shot from outside the building i was in, i had a trap all set, claymores at both doors... then <click> "ooh thats a nice light fitting..."
Yes natural game physics, just think of it, there is no easy solution to this problem. If you make a restriction that you cant get near wall while proning it feels like you get stuck all the time. If you want to make the legs that go through the wall invincible or invisible it sounds like a way to new bugs and exploits (immortality and invisibility). Also it sounds like a pretty hard thing to code, there are so many possibilites you have to take a notice of. I dont think its really that necessary to do such a change, just be careful around walls.
It's not natural - it is a mistake.
The problem is simplicity.
They are trying NOT to make unnecessary complications in coding & animations. The problem is the prone animation - they are trying to avoid any taxing complications; no restrictions near edges, no clipping of the animation.
But this unrestricted movement and no-clipping of the animation (meaning your prone-legs DO NOT APPEAR outside the clip edge-boundary) is still a mistake.
The mistake is in the map design. The solution to keep things simple would have been to design the maps knowing the prone animations HAVE NO CLIPPING. A simple solution for all buildings and concrete walls would have been to make them either THICK ENOUGH to prevent the prone body extensions from ever protruding through; OR; to place additional map elements at a height equal to the prone positions; things such as low-level planters; planter walls; barrels; trees; etc & anything could have worked. For tin-fences the solution would probably have been; double thick fences (2 separated by about a foot or two) in conjunction with the low-level (prone-level) map elements.
It all works together the code; the animations; the simulation of physical elements; etc. As a program the game will run smoother without weird complicated code - but this has to be taken into account somewhere else then - it wasn’t.
The error is in the map design.