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Question about the collision. #179163
01/21/08 19:48
01/21/08 19:48
Joined: Jul 2007
Posts: 19
Brazil
J
Jack_Dracon Offline OP
Newbie
Jack_Dracon  Offline OP
Newbie
J

Joined: Jul 2007
Posts: 19
Brazil
hi everybody,
I'm trying to make an item that functions as a projectile, not unlike the Koopa Shell in Mario Kart series. When released, it somewhat acts as a ball, bouncing over the level until it hits an entity (in this case, it may be either a bot or a player).
Problem is, when launched, sometimes it hits the own player who released it, even if I set the projectile to travel at 50 quants per cycle. The highest speed a player can attain is 45 quants per cycle.

Now there's this weird thing. In my development station, where the framerate is pretty low, normally I don't experience this problem, but when testing on a faster pc (running at roughly 60 fps), this happens every once in a while.

I'm not really sure, but I believe it could be something about how Gamestudio priorizes collisions related to the player.

I'm out of ideas. Please, any help would really be appreciated!

Last edited by Jack_Dracon; 01/21/08 19:50.
Re: Question about the collision. [Re: Jack_Dracon] #179164
01/21/08 22:04
01/21/08 22:04
Joined: Dec 2003
Posts: 129
Osnabrück, Germany
Ready Offline
Member
Ready  Offline
Member

Joined: Dec 2003
Posts: 129
Osnabrück, Germany
hmm, how about you disable physics for the object for the first 50 units it moves or something and move it during that time with c_move (and make it passable during that time)
then after that, enable physics for it again


Do not underestimate people because they have a low post count... :0
Re: Question about the collision. [Re: Ready] #179165
01/22/08 16:00
01/22/08 16:00
Joined: Jul 2007
Posts: 19
Brazil
J
Jack_Dracon Offline OP
Newbie
Jack_Dracon  Offline OP
Newbie
J

Joined: Jul 2007
Posts: 19
Brazil
humm...
thanks for the help.
Now i will doing this way.


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