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Re: Collision detect ion [Re: Xarthor] #133548
06/04/07 13:17
06/04/07 13:17
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Quote:

c_scan look only the position of the entity or all the entity?




read help (F1) for info about c_scan
it depends of mode u will use
but u will have the YOU pointer so you make what u want to f.e. using defines


Never say never.
Re: Collision detect ion [Re: tompo] #133549
06/04/07 23:52
06/04/07 23:52
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
Newbie
Julientdc  Offline OP
Newbie
J

Joined: Jun 2007
Posts: 43
Montréal
Xarthor : Yes It's true but... I want the better control I can have with my game... Camera and movement is a big part of this...

tompo : I see the help since yesterday but I don't no...

I have read this: "SCAN_ENTS scans for the object's >>>>origin<<<< only. If you have a large object, you will probably need to increase the scan range or add additional triggers around the object's circumference."


But if I have an entity SIZE: 10000 height 100 width 5 Z-width

Hmmm that not work right?

I have try with:

IGNORE_ME <- Work but Origin of the entity

SCAN_ENTS | IGNORE_ME <- Work but Origin of the entity same of ignore_me alone because SCAN_ENTS is activate by default

SCAN_LIMIT | SCAN_ENTS | IGNORE_ME (enable_scan my other entity) <- not work : 0 all time


other mode in ref:
SCAN_POS Scans for camera positions placed in the level. (I think is not that)
SCAN_PATHS Scans for path start positions. (I think is not that)
SCAN_NODES Scans for path node positions. (I think is not that)

I like your help if you have any idea

Thank you,
Julien

Last edited by Julientdc; 06/05/07 01:35.
Re: Collision detect ion [Re: Julientdc] #133550
06/05/07 01:34
06/05/07 01:34
Joined: Jun 2007
Posts: 43
Montréal
J
Julientdc Offline OP
Newbie
Julientdc  Offline OP
Newbie
J

Joined: Jun 2007
Posts: 43
Montréal
ho and it's nice I will only use the c_move and put my movement system in the garbage :'(

Re: Collision detect ion [Re: Julientdc] #133551
06/05/07 04:21
06/05/07 04:21
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
c_move doesn't do any physics. use c_move, and then if you want any special reaction type thing, do that yourself.

if you want to actually check if an entity is intersecting another one (collision detection requires motion for there to be a collision, but it seems you want to detect an intersection) you should request in the "Future" forum.

i'll do that myself, actually

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Collision detect ion [Re: JibbSmart] #133552
06/05/07 07:51
06/05/07 07:51
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
or try:
1. my.polygon = on; //polygon colision if You have a large model
2. convert model to terrain


Never say never.
Re: Collision detect ion [Re: tompo] #133553
06/05/07 11:21
06/05/07 11:21
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Please note:
The polygon flag should be used on STATIC models ONLY!
No model which is moved in any way (c_move e.g.) should have the my.polygon flag set to on!

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