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Re: Problem with A 6 physics
[Re: Mondivirtuali]
#141673
07/19/07 00:26
07/19/07 00:26
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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Quote:
if I walk agaist him, it does not movie or I remain stock into it.
Are you using c_move to walk? Because c_moving into a physics object will not result in the physics object moving anymore than a physics object colliding into a c_moving entity will disturb it.
Oh, and take the ph_setgravity out of the action. This is what I was saying should not be in there.
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Re: Problem with A 6 physics
[Re: fastlane69]
#141674
07/19/07 00:42
07/19/07 00:42
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
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Mmmmmm I simply checked the polygon otpion on the object property box. Code:
var earthgravity[3] = 0,0, -386;
action phys_obj {
ph_setgravity(earthgravity); phent_settype(my,PH_RIGID,ph_box); phent_setmass(my,3,ph_box); phent_setfriction(my,30); phent_setelasticity(my,50,10); phent_setdamping(my,20,20); }; action phys_obj1 {
ph_setgravity(earthgravity); phent_settype(my,PH_RIGID,ph_ball); phent_setmass(my,3,ph_ball); phent_setfriction(my,20); phent_setelasticity(my,60,10); phent_setdamping(my,20,20);
}; whats wrong about the set gravity? And it worked (we are talking , this time, about the A7 Demo) I set 2 actions: boxe and balls and put it a lot of boxes and balls and them worked! I can walk into them and things move! Plus , I added an enemy also. I am planning to update my edition , after all. Quote:
Are you using c_move to walk?
The p biped , I now using only the templates.
Last edited by Mondivirtuali; 07/19/07 00:45.
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Re: Problem with A 6 physics
[Re: fastlane69]
#141676
07/19/07 13:40
07/19/07 13:40
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
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I simply checked in this way and it works, at least I can run into the obs and they move. One in A6 and many of them in the A7 (demo).
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Re: Problem with A 6 physics
[Re: fastlane69]
#141678
07/19/07 20:28
07/19/07 20:28
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
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I set as polygon every object and and an test model the P. does work but, without the proper settings , the behavior of the obs. is really weird. The opponent is ...well, less strong than me , he remain stucked but can still trohow away the boxes. The final effect is not that good ; looks like the opponent does have an invisible force field around him. watch video http://www.youtube.com/watch?v=wdTx5Fe4B_cI 'd like to shoot at the obs, too ; hope that some one will write a function for this, perhaps appling a force into the ob. in the direction of the shoot, like Doom 3.
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Re: Problem with A 6 physics
[Re: Mondivirtuali]
#141679
07/20/07 12:52
07/20/07 12:52
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Joined: May 2005
Posts: 15
danielo999
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Quote:
I set as polygon every object and and an test model the P. does work but, without the proper settings , the behavior of the obs. is really weird. The opponent is ...well, less strong than me , he remain stucked but can still trohow away the boxes. The final effect is not that good ; looks like the opponent does have an invisible force field around him.
watch video http://www.youtube.com/watch?v=wdTx5Fe4B_c I 'd like to shoot at the obs, too ; hope that some one will write a function for this, perhaps appling a force into the ob. in the direction of the shoot, like Doom 3.
yeah i would need such a script too
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Re: Problem with A 6 physics
[Re: danielo999]
#141680
07/20/07 16:04
07/20/07 16:04
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
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Update: the rocket launcher can make move the P objects!!!! The other weapons can not..the boxes and the balls react a little when I shoot them with a rocket laucher , I'd like to move them also with the other weapons and make them spread across the map, if I bombed them. Perhaps with the proper settings..
Last edited by Mondivirtuali; 07/20/07 16:13.
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Re: Problem with A 6 physics
[Re: Mondivirtuali]
#141681
07/20/07 20:26
07/20/07 20:26
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Joined: Oct 2005
Posts: 528 Italy
Mondivirtuali
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update I wrote a mini function for ph_poly. The model howewer falls in the ground and sink ..the model is setted to polygon . The rocket launcher may move the obs. I'd like to move them also using the other weapons. I just have to discover as the whole thing works. watch video http://www.youtube.com/watch?v=JgDuGrE_Vzw
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Re: Problem with A 6 physics
[Re: Mondivirtuali]
#141682
07/22/07 03:25
07/22/07 03:25
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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u generally want to use convex polygonal hulls with PH_POLY. the way the physics engine works: objects intersect/touch each other and are pushed away so that they are only just touching, then whatever other forces are applied. the weird shape of the c_babe gives it trouble figuring out which way to move to fix the intersection. the best way to solve this is to have an invisible model that represents that shape MOSTLY but keeping convex. i suppose when you c_move into physics objects, the built in collision detection doesn't allow non-physics entities to hit physics entities (as the manual clearly points out), but then when the physics engine handles the physics-enabled entities it is moved to prevent the intersection. no forces are applied to it though. the way it works: non-physics entities cannot hit physics entities, but physics entities can hit non-physics entities. all your examples show: Code:
};
at the end of your actions. the semi-colon afterwards is unnecessary, and i recommend you don't do it at all because if you ever move on to lite-C (most people will eventually, and it only takes about a day to work it out because it's basically the same) the compiler is more strict and will show up an error. if you want a physics entity to react when being shot, you should enable events on the physics entities, and get them to apply a force to themselves when they "collide" with a bullet entity. if you do this, you should also get them to change a skill in the bullet/rocket entity to notify it that it has hit something and should destroy itself, because otherwise bullets and rockets will continue to travel through physics entities until they hit a wall or something. this is still an ugly solution because the bullets move so fast, they often won't ever intersect a physics entity (that's why you only see slight movement). you should use c_trace instead with the bullets if you want to continue using physics entities. hope this helps, julz
Formerly known as JulzMighty. I made KarBOOM!
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