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Player Collision Detection #137607
06/22/07 06:10
06/22/07 06:10
Joined: Jun 2007
Posts: 1
H
Hacker7599 Offline OP
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Hacker7599  Offline OP
Guest
H

Joined: Jun 2007
Posts: 1
I have chosen to write my own scrips for my first game. I have an Entity which is the player and I have created my 1st person camera. The camera follows the player perfectly. But an unusual problem occurs. When I move the player it will go through the wall from the inside but when I try to come back through the wall from the outside it wont let me. Basically I wanna know how I can make my player detect the wall so it doesnt go through it.

Thanks.

Re: Player Collision Detection [Re: Hacker7599] #137608
06/22/07 07:43
06/22/07 07:43
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
many differents ways...

- first try to set in player's action: my.fat = on; my.narrow = off;
- if this not help try to replace above with: c_setminmax(me);
- check your fat and narrow hull offsets in build properties
- you may add to your c_move function - glide mode and use_box
- you may change colision detection adding to player's action: my.polygon =on;
- you may add trace function from player's position with some quants ahead to avoid penetrating walls.
- and more...

Last edited by tompo; 06/22/07 07:43.

Never say never.

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