Crouching on a windowsill

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Derelan

Tracer Bullet
Jul 29, 2002
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There is a problem with crouching. Generally, when you are standing, you can easily walk off a cliff, but when crouching, you stop once you approach the edge. Furthermore, when standing OR crouching, you can easily go up steps of stairs of a certain height.

Unfortunately, while crouching, you can accidentally bump into a windowsill that is not very tall (since the game thinks it is like a stairstep), and you are now in the windowsill. You cannot walk off the windowsill because crouching prevents you from walking off edges, even small stairstep height. You cannot uncrouch because the windowsill is not tall enough. So you are basically stuck.

There are two ways to fix this:
1) Walking while crouching does not automatically go up steps. Not a favorable option.
2) Walking while crouching will automatically go down edges if they are stairstep height.

I prefer option two.
 

UN17

Taijutsu Specialist
Dec 7, 2003
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I'm pretty sure they can disable that "crouching never falls" feature. It's disabled in Deus Ex and works great. Would prevent people getting stuck on low geometry and it would punish people who like to walk on edges. Now they stand a chance of falling to their doom! Mwa ha ha!
 

Derelan

Tracer Bullet
Jul 29, 2002
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UN17 said:
I'm pretty sure they can disable that "crouching never falls" feature. It's disabled in Deus Ex and works great. Would prevent people getting stuck on low geometry and it would punish people who like to walk on edges. Now they stand a chance of falling to their doom! Mwa ha ha!
Right, that too :)
 

Logan6

TC Vet
Dec 23, 2003
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Yeah, I've gotten stuck in many a windowsill. Hope they fix the problem.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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You guys call this a problem? That's one of UTs base features...

While crouching you cannot fall off ledges, yes. Without that feature you fall down very very often if you ie try to get to the edge of a building to aim down on your enemy or stuff alike. Problem in FPSs like INF is that you do not see your own body, so you never know if you are at the edge yet or not. So falling down happens very often and even more if in a critical situation or while under fire.

If you get stuck in a window or some place alike, then simply avoid it next time and/or ask the mapper to change this spot if possible. Sometimes a simple BlockPlayer actor at the correct spot will fix the thing. So there would be no need to change the BSP.

Well UT handles this upstepping alone, just based on the so called MaxStepHeight. INF uses a lower MaxStepHeight than UT already and even a way lower value while crouching. In UT it always stays the same tho.
So, while standing you get a MaxStepHeight of 35uus and while crouching and prone you get a MaxStepHeight of 25uus. The player is 78uus tall while standing, 60uus while crouching and 12uus while prone. (uus = UnrealUnits used within UED)