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Re: collision box
[Re: George]
#254455
03/03/09 15:04
03/03/09 15:04
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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or try setting c_setminmax(entityname); AT LEAST one frame after creation.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: collision box
[Re: VeT]
#254461
03/03/09 15:39
03/03/09 15:39
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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@George: I have seen this a couple of times in your AUM code snippets but I have to disagree: The polygon flag is a bad choice for animated and/or moving entities. As does the manual clearly state in the remarks section: Only one of the objects involved in a collision should have a polygonal hull. Do not set this flag for moving objects or for animated models.
http://www.conitec.net/beta/aentity_polygon.htmAfaik JCL once said that using the polygon flag on moving and/or animated models may cause unforeseeable results in collision detection and thus should only be used for static environment objects (not moved by c_move).
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Re: collision box
[Re: George]
#254702
03/04/09 21:07
03/04/09 21:07
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Joined: Aug 2008
Posts: 49
Vyse220
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Newbie
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OP
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Joined: Aug 2008
Posts: 49
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I've tryend both setminmax and plygon, but the result is the same, the collision in detecten only in the center of the model. action DNAnemy { my.ambient = -100; while (player == null) {wait (1);} my.z = player.z; // set the same height for the enemy ships and the player var shuttle_speed; my.skill10 = 2; my.skill40 = 5; // I'm a ship my.enable_impact = on; my.event = destroy_them; c_setminmax(me); shuttle_speed.x = global_speed; shuttle_speed.y = 0; shuttle_speed.z = 0; my.skill1 = 1 + int(random(70)); while ((my.x > -800) && (my.skill10 > 0)) { move_mode = ignore_you + ignore_passable; ent_move (nullvector, shuttle_speed); my.tilt += 5*time_step; wait (1); } ent_create(explosion_pcx, vector(my.x, my.y, my.z), animate_explosion); wait(10); ent_create(explosion_pcx, vector(my.x, (my.y + 110), my.z), animate_explosion); ent_create(explosion_pcx, vector(my.x, (my.y - 110), my.z), animate_explosion); ent_create(dnapart_mdl, vector(my.x, (my.y + 110), my.z), dna_part); ent_create(dnapart_mdl, vector(my.x, (my.y - 110), my.z), dna_part); ent_remove(me); } There's something wrong here? With f11 i see the box on all the model, but the collision is still only in the centre of the model
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