Gamestudio Links
Zorro Links
Newest Posts
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (Ayumi, Akow, AndrewAMD), 1,505 guests, and 9 spiders.
Key: Admin, Global Mod, Mod
Newest Members
AemStones, LucasJoshua, Baklazhan, Hanky27, firatv
19058 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
[newton] collision prob? #50226
07/25/05 12:45
07/25/05 12:45
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
Hallo,

is it right, that newton ignores blocks and map entities?

Regards Efrint

Re: [newton] collision prob? [Re: Efrint] #50227
07/26/05 15:05
07/26/05 15:05
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
is nobody able to answer?

Re: [newton] collision prob? [Re: Efrint] #50228
07/26/05 16:44
07/26/05 16:44
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
FoxZero  Offline
Serious User

Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
It depends on what the collision ID is set to. So yes and no.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: [newton] collision prob? [Re: FoxZero] #50229
07/26/05 17:26
07/26/05 17:26
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
?????
could you explain what collision ID is?

Re: [newton] collision prob? [Re: Efrint] #50230
07/26/05 19:22
07/26/05 19:22
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
FoxZero  Offline
Serious User

Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
I'm still trying to figure it all out. If you look at the properties of a Newton object you usually see 'collision_groupid' right? Whatever that number is the Newton object will only collide with that group number. If you want the object to collide with everything make they all have the same number. If you want the Newton object to ignore a block or entity, simply change their group id number. I don't know how to change the ID of blocks. Hope that helped.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: [newton] collision prob? [Re: FoxZero] #50231
07/26/05 19:33
07/26/05 19:33
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
He says they have no collision with the blocks...
Maybe his .CLS file simply isn't being written.
Maybe he is trying to create the .CLS the old way which doesn' work.

I know that newton objects have no collision with models that aren't newton...
For static models or map entities you could try making it a newton object with a really high mass...
You could also create special collisions for it with child entities for compound collisions.
Another way is to use the new collison system... it may work... haven't tested it yet.
Not sure if object with my.polygon set to on have per-polly collissions with other objects or just the player.

Re: [newton] collision prob? [Re: Josh_Arldt] #50232
07/26/05 19:49
07/26/05 19:49
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
FoxZero  Offline
Serious User

Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
Quote:



For static models or map entities you could try making it a newton object with a really high mass




This is not the way make a physics object static. Believe it or not you set the mass to zero then it is permenetly stationary. Ask any physics user.


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: [newton] collision prob? [Re: FoxZero] #50233
07/26/05 19:53
07/26/05 19:53
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
Quote:

Quote:



For static models or map entities you could try making it a newton object with a really high mass




This is not the way make a physics object static. Believe it or not you set the mass to zero then it is permenetly stationary. Ask any physics user.




Oh, I never knew that.
I've never had this problem, so I never looked for a solution.
Thanks for the info.

Re: [newton] collision prob? [Re: Josh_Arldt] #50234
07/26/05 22:19
07/26/05 22:19
Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
FoxZero Offline
Serious User
FoxZero  Offline
Serious User

Joined: Jun 2005
Posts: 1,001
Pennsylvania, USA
No problem. I actually discovered this when fooling with values, then I got several people to confirm this. It's good if you want a physics object that hangs from a ceiling. Though it's unlikely you'll come in contact with it


Check out my site http://foxzero.net
My band's website
http://wolf-hybrid.net

R.I.P. Dave Williams
Re: [newton] collision prob? [Re: FoxZero] #50235
07/27/05 09:21
07/27/05 09:21
Joined: Aug 2004
Posts: 593
Germany
Efrint Offline OP
Developer
Efrint  Offline OP
Developer

Joined: Aug 2004
Posts: 593
Germany
how can i create a cls file....there is no such file in my directory......

EDIT: Ahh and when i add the newtonwoodentity-action to a map entity....it doesn´t work...though the collision group is 0 at every entity.....

Last edited by Efrint; 07/27/05 09:22.
Page 1 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1