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Collision detection on models #128693
05/08/07 18:12
05/08/07 18:12
Joined: Mar 2007
Posts: 69
L
luke_was_ere Offline OP
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luke_was_ere  Offline OP
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L

Joined: Mar 2007
Posts: 69
I have some models of bins and lamp posts etc but the player can fly through them, the rest of the level e.g buildings and cars have collision detection allready it seems. How do i go about solving this?

Any ideas?

Re: Collision detection on models [Re: luke_was_ere] #128694
05/08/07 18:41
05/08/07 18:41
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

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Captain_Kiyaku  Offline

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Posts: 4,801
Richmond B.C., Canada
do you use "my.polygon = on;"?


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Re: Collision detection on models [Re: Captain_Kiyaku] #128695
05/08/07 23:27
05/08/07 23:27
Joined: Mar 2007
Posts: 69
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luke_was_ere Offline OP
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luke_was_ere  Offline OP
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Posts: 69
no i haven't come accorss this item before. Can i just slip it in to say the rest of the Collision detection code?

Re: Collision detection on models [Re: luke_was_ere] #128696
05/08/07 23:34
05/08/07 23:34
Joined: Mar 2007
Posts: 677
0x00000USA
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MrCode Offline
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MrCode  Offline
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0x00000USA
is my.passable= on?

that's probably why, if you can go through your models.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: Collision detection on models [Re: MrCode] #128697
05/09/07 00:59
05/09/07 00:59
Joined: Mar 2007
Posts: 69
L
luke_was_ere Offline OP
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luke_was_ere  Offline OP
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Posts: 69
all seem to be set to passable = off, in the properties box

Re: Collision detection on models [Re: luke_was_ere] #128698
05/09/07 03:02
05/09/07 03:02
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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Joined: Aug 2005
Posts: 1,558
HK
May be try to update the bounding box of those
objects and your player by using c_setminmax
function.

Re: Collision detection on models [Re: vlau] #128699
05/09/07 09:09
05/09/07 09:09
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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JibbSmart  Offline
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Posts: 3,538
WA, Australia
Quote:

no i haven't come accorss this item before. Can i just slip it in to say the rest of the Collision detection code?


yes

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Collision detection on models [Re: JibbSmart] #128700
05/10/07 18:52
05/10/07 18:52
Joined: Mar 2007
Posts: 69
L
luke_was_ere Offline OP
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luke_was_ere  Offline OP
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Posts: 69
with this (my.polygon = on;) inserted in to the WDL file i get an empty pointer error.

Any ideas?

Re: Collision detection on models [Re: luke_was_ere] #128701
05/10/07 18:59
05/10/07 18:59
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
you need to put it in an action, or a function that is run by the entity.
the easier way is just to go in WED, select the entity, go to properties, and check the "polygon" flag. should be just the same.
The problem is: "my" can be pretty much every element. if you put it just at some random place in the wdl file, the compiler won't know who is meant by "my"... just set it in WED...


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