Apologies - I never saw a notification that someone responded.Could you show your current implementation?
Heres the zscript
Code:
override void Tick(){ super.Tick(); if(bFloat) { double targetHeight = floorz + preferredFloatHeight; if (pos.z < targetHeight - 8) // Allow for a small buffer to prevent jittering { vel.z += 2.0; // Move up } else if (pos.z > targetHeight + 8) { vel.z = -2.0; // Move down } else { vel.z = 0; } }}
Couple of approaches I have thought about -
- Trying to figure out the next polygon the monster is facing when they try to move
- If the monster can't move, disable my float code with some sort of cooldown logic
Statistics: Posted by mirata — Wed Jan 15, 2025 12:47 am