I recently added unstable points to my climbing game. Points have a chance to shake and fall when the player climbs it, after the point has fallen for 2 seconds, it gets reset then it'll teleport back to its original position later. I tested this on screen mode and it kicks the player from climbing on the point after it respawns or goes through the ground or through the mountain. The problem occurs when I tested in VR. Rec Room didn't kick me off of the point at all, and it teleported me away with the point, sometimes it even takes me through the floor with it. I couldn't find a chip that stops the player from climbing and I don't believe it can be adjusted in the game roles. What's the most efficient alternative to cancel the players climbing? I've attached a video in-case my explanation didn't make sense.
#How can I kick a player from climbing?
1 messages · Page 1 of 1 (latest)
I'd be curious to see the solution people come up with or not.
Wouldn't there be a split second where the player can grab back into the object before it disappears after they respawn?
I would maybe use a delay chip set to 0 to do both at the exact same time
Have it disappear first then either use a 0 delay or respawn after.
after trying this, it worked, but definitely not as good as a dedicated chip would work, so i tried many other methods and NONE of them worked at all, so i had to settle with this. It's not ideal but it's the only thing that worked. on PCVR, the players screen goes blank, which is the biggest problem.
you could try using a seat and kicking them out of it
idrk if you can climb while sat down
i think you can apply a little bit of force to kick people from climbing
ill test this theory in-game
ok so applying velocity away from the climbable surface will kick people from climbing if you wanna go that route
I know there's not a specific role setting for climbing but could you check if turning off the "can move" setting affects it maybe?
im pretty sure that setting does impact climbing but it might not be desirable so the alternative is to just apply force away from the climbable surface
o've tried this, it doesnt effect the player at all
if this works, it'll be perfect
are you applying force that is the opposite of the surface that the player is climbing on?
yes
is said force also large enough?
yes
how large are we speaking?
okay, i was wrong, adding a velocity does work
adding a role also works
ill have to test both methods in VR to see what works best
yeah it does but i feel like adding velocity is the more desirable option since you still retain the ability to move if the applied force isnt too large
With the role you should be able to just flick it on then back off to make them drop, which would be more realistic than launching them away from the wall, even if it was only a weak force
I believe there is a beta Event chip that tracks if you're climbing. Not sure if it has settings to stop climbing. Another way is that after the delay teleport the player?. If that doesn't feel right can connect a clamp to the center, and enable it so it's not climbable and disable again. If not, you can also try force equipping something to that players hands so they can't grab anything if their hands are near that object after playing that animation/piston. And lastly I think someone said that "Allow Holding" to "off" for animation you can't hold the object? I'm not sure in ever tried that hope that helps
Lastly, you can have an invisible collision that is climbable and just disable it. So you can't climb it at all.
That would be handy if "allow holding" let you make someone stop climbing on it, but i doubt it. It's most likely to stop players from picking up/holding a physical object
I think the invisible collision part would be better
What the hell that message was completely invisible to me (not literally, i'm just oblivious), i did not see that 🤦♂️
I'd stay a little skeptical, there may be some Rec Room jank that allows you to remain climbing on it even if it disables, but if not that would totally be a fantastic option
You may be right but it's worth a try, can always switch it's "Player Block interactions" to true in the side chips. Maybe that'll also force you to let go.
I think "player block interactions" just affects whether they can pick up or point at things through it
I assumed you meant cover the thing in an invisible collision, make the invisible collision climbable, then enable/disable it when you need
That works too, but I was assuming blocking interactions what stop you from clenching your hand in general
I'll have to test these when i get home, i'm super curious haha
Alright! Mind if you @ me if it works 😅