Interesting, 3rd person is still unusable as far as I can see with all the usual problems arising. I strongly feel that all 3rd person or even player body highlighted so far haven't been completely truthful with the bugs they encounter, however you at least are revealing these.
Quote: "
Bug_1: The character shoots themselves whenever the gun is fired - @0,34"
This may be down to the player weapon position
(not the 3rd person model), is it possible to adjust distance from camera (player) where raycast is obviously coming from?
Quote: "Bug_2: The debug game data, disappears @0,49"
No idea.
Quote: "
Bug_3: The camera position in the Y-axis (not the offset at the offset is maintained) does not match the character's position in the y-axis [@0,51] despite the following code :always:setvar=$CPY $EPY being in the character's script"
This is one of those things where your going to get clipping through walls etc. One of the main problems I have seen with 3rd person is the camera getting in front of the character (rendering it completely useless when you cant see where your character is, but you seem to have that solved with locking the camera however this means the camera will clip, it requires camera force up or down if collides with objects or walls.
Quote: "
Bug_4: The character gets stuck walking through open doors @1,00"
You may be getting collision with both character and player position, I am guessing that there is still player collision regardless of where camera is..
Quote: "Bug_5: The auto-open doors do not respond to the character @1,10"
I dont know if your using entity or player distance to open these but may be best to use player distance and increase it to whatever works.
Quote: "Bug_6: The character moves despite the script not moving the character (the camera is permanently links to the character and the camera does not move) and the character walks through the scenery @2.53"
It looks like the camera (player) gets hung up on some object (those mounds) and the script just bugs out from there.
I dont know if this gives you any thoughts or not but I hope you get it all ironed out, it looks really good so far. All these problems appear to be caused by both player and entity (3rd person character model) conflicting. Trying to force a first person engine to work as 3rd person through scripting and camera commands I dont think is a good mix.
I would love to see this working properly but dont think we ever will with FPSC.
It all might work better if player and character entity share same pivot point,though the fact you can shoot the character model suggests the player position is further behind. I would look closer at this if it showed more sign of being feasible and working better, what you have shown so far is getting closer.....whats really needed is to prevent camera clipping.
Awesome! Its one of those threads.