The character wrapper has evolved to pretty much exactly what i have been waiting for. I have only come across two issues and they both involve the jumping function(and possibly the wrapper’s falling physics).
The first one is the adverse effect that happens if you have any kind of collision bounds set and jump underneath anything that is too close(weird ceiling bug/glitch). It doesn’t happen if collision bounds is left unchecked but then you can’t have anything but a 1x1 cube. I’ve been working around this but would rather have a solution.
The second is the one that’s really bugging me. I’m trying to implement a ladder. It works fine as long as you don’t jump onto the ladder. If you do, the physics of the jump continues until it completes - ie, if you attach to the ladder before the jump reaches it’s apex, the object with character physics continues to slide up the ladder until it reaches the top. It then pops off the top and then slides back down the ladder. You can fight against it with the controls set up for the ladder(move up or down) but it will continue to be a fight until the jump completes. The same happens if you pass the apex and are headed in the downward arc only it just tries to slide down the ladder. It also occurs when just falling on to the ladder from above.
Movement is all done through python but it just routes the signals back to a Character Motion actuator logic brick. I was trying to recreate this with only logic bricks to attach a simple blend file but couldn’t figure out how to set the gravity to 0 for the character object(so it can go up the ladder) with just a logic brick.
So what I’m looking for is some way to cancel out of the Jump() function when it hits the ladder. Any thoughts? I originally tried using Dynamic but could never get stairs/steps worked out. I had a complicated series of sensors but it still never worked half as good as Character physics.