Posted By: xbox
make physics block (model) act like WED block - 02/17/14 18:11
It sounds like such a simple task but I cannot figure out the solution.
I have a physics ball (player) and several wall models. All I am trying to achieve is to make the wall models "solid" to the player. I have them created, and I have them moving with c_move, but when the player collides with them, it just passes straight through. One is an elevator, so when the player collides, it starts moving upwards on the z axis and the ball should stay on top of it.
Here is the code I am using for my wall models
I have a physics ball (player) and several wall models. All I am trying to achieve is to make the wall models "solid" to the player. I have them created, and I have them moving with c_move, but when the player collides with them, it just passes straight through. One is an elevator, so when the player collides, it starts moving upwards on the z axis and the ball should stay on top of it.
Here is the code I am using for my wall models
Code:
function square() { my.x = tl_x; my.y = tl_y; my.roll = 90; var gridLocRow = integer(random(4)); var gridLocCol = integer(random(4)); if(gridLocRow == 0) my.x = tl_x; else if(gridLocRow > 0) my.x += gridLocRow * gridInc; if(gridLocCol == 0) my.y = tl_y; else if(gridLocCol > 0) my.y -= gridLocCol * gridInc; while(my.z < 0) { //my.z -= 5 * time_step; c_move(me, nullvector, vector(0,0,5*time_step), GLIDE|IGNORE_MAPS|IGNORE_WORLD|USE_POLYGON); if(hit.entity == player) // just to test if collision is working { freeze_mode = 1; } if(my.z < 2 && my.z> 0) beep(); wait(1); } ent_remove(me); }