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model set for passable, but still passes through #68343
03/26/06 22:14
03/26/06 22:14
Joined: Nov 2005
Posts: 49
Massachusetts
T
TBone Offline OP
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TBone  Offline OP
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T

Joined: Nov 2005
Posts: 49
Massachusetts
Hi

I'm trying to get a model to move using event_impact. right now I'm taking baby steps but eventually there will be several c_move commands to move the 2nd model once the 1st makes contact with it.

Problem: Currently the event_impact is triggered as soon as the level is loaded.
Confusion: The models are 100+ quants away from each other and now the 1st model passes right through the second.

The models in WED are set to non-passable.


Here is the code for the player:

Code:
  
action b_ball_Player_move
{
var temporaryValue =0;
while(me)
{ //animate walk image sequence
ent_animate(my,walk_animate,walk_percent,anm_cycle );
walk_percent += 2* time;
// move forward
c_move(my,vector(3,0,0), nullvector, glide);
//Call function to allow camera view to follow the player around move_view_3rd_2();
// if left mouse button pressed turn left
if(mouse_left == 1)
{
temporaryValue.pan = 3;// pan or turn left, if it were -=1 he would turn right
c_rotate (my, temporaryValue, glide);

//move in new direction
c_move(my,vector(0,0,0), nullvector, glide);

//clear mouse button setting
mouse_left =0;
}
wait(1);
}
}
here is the event_impact code:

function Ball_patrol_path()
{
if(event_type == event_impact)
{
beep();
}
}
action Trigger_ball_path
{
my.enable_impact = on; //enable impact detection
my.event = Ball_patrol_path; //when event occurs call shoot_ball()}




Like I said currently the I'm taking baby steps so I'm using the beep() function to indicate that impact was made.The result of this code is No beep heard meaning no even_impact occured Any help would be greatThanks for your timeTBone


"Supreme executive power derives from a mandate of the masses NOT some farcicle aquatic ceromony" Constitutional peasant skit "Monty Python and the Holy Grail"
Re: model set for passable, but still passes through [Re: TBone] #68344
03/26/06 23:46
03/26/06 23:46
Joined: Nov 2005
Posts: 49
Massachusetts
T
TBone Offline OP
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TBone  Offline OP
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Joined: Nov 2005
Posts: 49
Massachusetts
version of SED is 1.2.8a and of WED- 6.31.4
commercial version


"Supreme executive power derives from a mandate of the masses NOT some farcicle aquatic ceromony" Constitutional peasant skit "Monty Python and the Holy Grail"
Re: model set for passable, but still passes through [Re: TBone] #68345
03/27/06 00:38
03/27/06 00:38
Joined: Nov 2005
Posts: 49
Massachusetts
T
TBone Offline OP
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TBone  Offline OP
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T

Joined: Nov 2005
Posts: 49
Massachusetts
I stepped through the code eliminating lines and then replacing them.
I don't see what is allowing the two models to pass through each other.

Question: Do I have to declare an entity in SED to be associated with the models in WED? example
entity Ball
{
type=<ball.mdl>;// the ball model
}
same for the player....

let me know
thanks


"Supreme executive power derives from a mandate of the masses NOT some farcicle aquatic ceromony" Constitutional peasant skit "Monty Python and the Holy Grail"
Re: model set for passable, but still passes through [Re: TBone] #68346
03/27/06 13:23
03/27/06 13:23
Joined: Nov 2005
Posts: 49
Massachusetts
T
TBone Offline OP
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TBone  Offline OP
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T

Joined: Nov 2005
Posts: 49
Massachusetts
Problem resolved.

for some reason after scaling up the hero.mdl model in WED the colision is only registered if the ball.mdl colides with his lower half (waist to feet) and not his upper half

any thoughts?

Thanks


"Supreme executive power derives from a mandate of the masses NOT some farcicle aquatic ceromony" Constitutional peasant skit "Monty Python and the Holy Grail"
Re: model set for passable, but still passes throu [Re: TBone] #68347
03/27/06 13:47
03/27/06 13:47
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
You should always have your model's position centered in MED. If it isn't centered, strange things with collision can occur. Using c_move might fix it, with polygon-precise collision enabled.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: model set for passable, but still passes throu [Re: ulillillia] #68348
03/27/06 15:43
03/27/06 15:43
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
You could have it set up so that it doesn't move when colided you could use a vec_dist and have it set up so that if your pan and the cubes pan are less than 45, and greater than 325 and if your about 25 quants away then the cube will move away... and if your not close enouigh then it will stop... thus you would have to continue faollowing it, making it look like your pushing.... that is what I would do... that is much easier than using event impact... I think.


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