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Re: Collision Detection
[Re: 3run]
#317543
04/01/10 08:45
04/01/10 08:45
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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Can you explain ur problem with more detail because i read the post and i dont know what ur problem is.SHould the weapon be passable when the player drop it? WFG Progger
Last edited by Progger; 04/01/10 08:45.
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Re: Collision Detection
[Re: 82RJZAE]
#317744
04/02/10 06:03
04/02/10 06:03
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Joined: Jan 2002
Posts: 300 Usa
Rich
Senior Member
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Senior Member
Joined: Jan 2002
Posts: 300
Usa
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Maybe like this:
use vec_dist to keep track of the object and player's distance.
When the two are far enough apart, set the object to no longer be passable.
Use a variable as a switch, and once the object and player are far enough apart, set the variable to 1. Use this variable to switch off being passable.
Optionally, you could also use the YOU pointer in combination with the IGNORE_YOU flag, so that other players could still collide with this object even though the player can't. You would just have to set the YOU pointer to the player who dropped it every frame until collision for the two is switched back on.
I hope that made sense!
A8 com / A7 free
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