EMASK with PHYSICS

Posted By: Raithe

EMASK with PHYSICS - 05/30/12 07:02

Hi first of all thanks for viewing this topic and yes i ' am new ... but have programmed with many object orientated languages in the past the eye catching thing with g studio 8 was the physics and offcourse the shaders but the problem i'm with my current project a fps that uses the physics engine is ... something so small but I cant get a grip .... is the emask functions im sure that it turns of with the physics engine is open the game runs smoothly steps ramps crouching etc... SO i have my ( gun ) lets say pistol located on the floor of the cube physics work perfect ... Now I want the player to pick up the gun I was successful with the pXent_setcollisionflag and then running a event after the funtions EX : pick funtion or whatever so please....
WORKS GREAT PLAyer picks up gun adds to inventory.

BUT LETS SAY : there are two weapons pistol and shotgun I want to pick up the pistol instead but I collide with both and pick up both so I want you to be able to use the reticle to idepntify the item maybe a display of This item is a pistol etc
then on key e pick up also with a distance to the object within lets say 200 steps

this could be done with emask but I tryed and it fails does nothing as per without engine it works.... so ... what could I do to detect if mouse hovers over gun? kinda like the workshop mouse function but with physics engine enabled to give it a oblivion fallout feel or like games with doors and you have to press E"? i know its redicolouse question but any info or help would be very appreciated.
Posted By: Wjbender

Re: EMASK with PHYSICS - 05/30/12 17:06

look at lite-c workshop or manual on c-trace
rather than other stuff ,you could also use physx tracing
if it be desired ,ar maby someone will dump some tracing code
here for you ,its pretty simple stuff ,well when you know
theres a tracing function anyway
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