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Re: collision problem
[Re: Vyse220]
#229532
09/28/08 12:37
09/28/08 12:37
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Joined: Aug 2008
Posts: 218 U.S.
GamerX
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Member
Joined: Aug 2008
Posts: 218
U.S.
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I don't know if it will work i didn't try it yet but you can attach actions to
map entity's if you load them into your level. In the even that it doesnt work,
would you mind telling me why your character dies on collision because it might
be a matter of just changing what triggers the dieing event. Does the player have
to die every time he hits something?
"You may never know what results come of your action, but if you do nothing there will be no result." -Mahatma Gandhi
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Re: collision problem
[Re: Vyse220]
#229571
09/28/08 17:44
09/28/08 17:44
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Joined: Aug 2008
Posts: 218 U.S.
GamerX
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Member
Joined: Aug 2008
Posts: 218
U.S.
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NO i didn't get it to work i didn't know he must die when hitting a side, as i see the only option for this i am guessing would be to break it up into multiple pieces and put it back together in WED. There may be other ways but this is all i can propose.
Last edited by GamerX; 09/28/08 17:45.
"You may never know what results come of your action, but if you do nothing there will be no result." -Mahatma Gandhi
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Re: collision problem
[Re: Vyse220]
#229574
09/28/08 17:54
09/28/08 17:54
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Joined: Aug 2008
Posts: 218 U.S.
GamerX
Member
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Member
Joined: Aug 2008
Posts: 218
U.S.
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yea there must be a way i agree ill keep looking and tell u if i find anything.
"You may never know what results come of your action, but if you do nothing there will be no result." -Mahatma Gandhi
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Re: collision problem
[Re: GamerX]
#229575
09/28/08 18:07
09/28/08 18:07
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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@Vyse220 - Are you sure that the polygon flag of that model with holes in wed is checked? It must be checked and it should work just fine. Is some action attached to that model?
Ubi bene, ibi Patria.
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Re: collision problem
[Re: croman]
#229576
09/28/08 18:21
09/28/08 18:21
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Joined: Aug 2008
Posts: 49
Vyse220
OP
Newbie
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OP
Newbie
Joined: Aug 2008
Posts: 49
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action move_ambsolid(){
my.ambient = 100;
my.z = player.z;
if(vec_dist(me,player) > 100){
my.passable = off;
my.POLYGON = ON;
}
while(my.x > -10000){
c_move(me,nullvector,vector(-8*time_step,0,0),ignore_you);
wait(1);
}
ent_remove(me);
} that's the action i'm sure that the flag of that model is set, what's the problem?
Last edited by Vyse220; 09/28/08 18:22.
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