yeah, checked them an hour ago or so :D I'm just worried how keeping the power armor through the last part of the institute will affect my time. The very last clip in the reactor is hard enough with a gamepad as it is. Might need more testing. Also now i'll need to find a consistent set up for this. Thanks again for your input, without it i'd probably have given up on this run in a few days
Okay, so this is just for me or anyone who cares but i'd really like to know what happens when you execute this glitch. Here's what i figure (not figured out, just how i think this COULD work). When you ads (aim down sight) around a cover in 1st person, you have your normal XYZ coordinates which are stored in variables. Whether these belong to the camera object, or the player object doesnt really matter atm. When we ads around a cover in 1st person the coordinates are stored in an object. When we now switch to 3rd person, a 3rd person object is instanciated with the current coordinates. We move around, and the coordinates are getting updated inside the 3rd person object. When we now switch back to 1st person however the ads around a cover somehow skips the instanciating of a 1st person object with our current coordinates but rather uses the 1st person object we had just used while ads around a cover (still with the old coordinates stored). Now there should be a discrepancy between the coordinates we have and the coordinates that are stored in the old object (aka we according to the game SHOULD have). So now the code tries to resolve this by moving us to the old coordinates.
This brings into play how movement works.
Again, no insight in this particular engine, but i can speak for some of the popular 3D engines out there. IF the build in physics system is used (And why shouldnt you use it? If bethesda develops its own engine, what i would think they do, why wouldnt they implement a physics system so they didnt have to do it for all projects from scratch?) you generally don't really access the coordinates of the player position, reposition them according to input and then set them to the current coordinates of the player object, because this would almost certainly bypass thin enough walls etc. What you do is you add a force in a certain direction according to input to the player physics object. This would under most circumstances not bypass the physics systems, because if you collide, the force is set to 0.
Now, we have Point A where we were and where the game wants us to be, but we are at Point B. So, whats the easiest way to get us there without actually setting our coordinates in order to not bypass the collision detection? The shortest distance between point A and point B is always a straight line, so logically the game tries to apply a force to our character in exactly that line. Keeping in mind that this is done to not bypass collision detection.
In this particular spot however, we have this debris hill which is an object you can and should collide with. The game adds a massive force to our character to get us back to point A ASAP. For the sake of this argument, lets say within 1 Frame. So, we have this massive force vector directed towards point A and we have a collision along the way. But its not a wall. A wall would just set the vector to (0,0,0). This hill kinda acts like a ramp. Now, if we jump in the right moment, we not only have that B2A-Vector, but also an UP-Vector. These two combined result in a massive Force upwards, giving us the slingshot we need.
So, if this is in any way true, we want to create a line A2B which makes us hit the debris in the right angle, hit jump on top, to get slingshoted towards the roof, right?
I just don't get two things about this.
- Why does it appear to only work after the double view change and
- How come, sometimes a left or right force is applied instead of a forward one?
This actually has gotten way longer than i wanted it to keep, but whatever. Again, this was a) just a guess as to why and how this works and b) an attempt to get a better understanding of what it actually is what we are trying to do here. Maybe, if we can figure out 100% what happens, we can look for other uses of this.
If anyone has another idea / something to add to this / actual data to support a theory, i'd very much like to see it :D