uses largely the same system for determining whether to stand, headshot, or collide with objects, just optimized for triangles.
for collision i used the formula to find if a point it within a triangle (the one that goes A1+A2+A3=A, with A representing area), and then a line intersection script to find the exact coordinateon the edge of the triangle to teleport the player to (they can't walk back in, but with a bit of manipulation of the velocity script they can walk out fine)
to find the floor level i used a somewhat similar process to the A1... thing, although i don't entirely understand the equation, although it was made specifically for 3d- basically i took it and isolated the y variable form it, the use all the other values to find it, and that's floor level
collision works the same other than that, it the player has a floor level and falls through it pull her out, otherwise collide with the walls
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