Quote: "When i place the Antigravplatform in the air.. than it dont move.."
...this occurs because the waypoints are designed to default to the floor of the closest segment in the level.
One workaround for this might be (
I've never tried to solve this problem) to create a special transparent floor segment that has collisions turned off.
In theory, it won't be seen, the player can fall through it, and I believe the waypoints will contour to it.
Quote: "...And when i shoot on the platform.. its going trugh the floor.."
...this occurs because every trajectory is calculated from the player's field of view.
FPSC doesn't know that the player is hovering around on a floating object. It simply plots the straight line to targets.
Had a similiar weird experience, when I was equipping remote controlled bots with LAW rockets. When they fired, the trajectory was always funky...sometimes really high (
when the player crouched) or sometimes through the floor (
when the player was on an elevated position behind them). The trajectory was always plotted based upon the player's reference point.
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