I made 4 collision detectors, and put:
+"1up" press "up" and "front detector" is not overlaping "neutral" then -move front-
+"1up" press "left" and "left detector" is not overlaping "neutral" then -spin left-
...and so on...
Note: remplace -spin left- and -move front for the 360║movement...cos and sin thing.
And also "neutral" is a qualifier(group) consisting in all the walls and stuff that is going to block the player.
well...the problem is that the character behaves strangely when collisions something and rotates...I am sure you will know what is wrong.
What I want is that when the character collisions a wall at...lets say 35║, it continues going up, like sliding on a wall, get what I mean?
Thanks a lot....again.
Now I made 2 halfs of a elipse for the collision detector, and let the player always spin left and right, and only restricted front and back movement. It works a little better, but it stills a little ugly.
It's a case of finding the normal, which is not something MMF really wants to do for you.
I suppose on a collision you could use fastloops to quickly position a rotating detector to find the exact point of collision, then use another rotating detector, this time centered on the first one, to determine the angle of the wall.
Wouldn't work properly on corners, but 95% of the time would probably be okay.