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collision question #126877
04/27/07 19:08
04/27/07 19:08
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline OP
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JazzDude  Offline OP
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Joined: Sep 2003
Posts: 733
Whitefish, Montana
I have a player and an enemy. In their actions are
the following lines:

my.polygon = off;
vec_set(my.min_x, vector(-12,-8,-35)); // dimensions from MED
vec_set(my.max_x, vector(45,23,35));
my.narrow = on;
my.fat = on;

Bounding box and Polygon are un-checked in WED

Why are the models passable to each other?
There is no collision.

Thanks for any help.

Re: collision question [Re: JazzDude] #126878
04/27/07 20:02
04/27/07 20:02
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
Collision detection is activated when you move
your player/enemy with c_move function.

Re: collision question [Re: vlau] #126879
04/27/07 20:35
04/27/07 20:35
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
1. my.narrow =on; my.fat =on; -> c_setminmax(me); this is the same.
2. check if my.passable is off;


Never say never.
Re: collision question [Re: tompo] #126880
04/27/07 22:02
04/27/07 22:02
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline OP
User
JazzDude  Offline OP
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Joined: Sep 2003
Posts: 733
Whitefish, Montana
I am using c_move

c_move(my,nullvector,my.move_x,use_aabb | ignore_passable | glide);

The manual says:

Quote:

In in order to use custom hull sizes you have to set both the NARROW and FAT flag to on.




setting passable to off made no difference.

Re: collision question [Re: JazzDude] #126881
04/27/07 22:27
04/27/07 22:27
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline OP
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JazzDude  Offline OP
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Joined: Sep 2003
Posts: 733
Whitefish, Montana
Okay...I found the error. Really stupid, too.

I used c_move for the player but I had neglected to change ent_move (old syntax) in the enemy action. Bad me. Now they're hacking away blissfully at each other.

Thanks, guys, I appreciate your help.

Re: collision question [Re: JazzDude] #126882
04/28/07 09:59
04/28/07 09:59
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
From F1

c_setminmax (ENTITY* ent)
Sets the collision ellipsiod and bounding box coordinates of the entity to it's real proportions, and sets the entities' fat and narrow flags both at on.


Never say never.
Re: collision question [Re: tompo] #126883
04/28/07 16:46
04/28/07 16:46
Joined: Sep 2003
Posts: 733
Whitefish, Montana
JazzDude Offline OP
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JazzDude  Offline OP
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Joined: Sep 2003
Posts: 733
Whitefish, Montana
Tompo: That's right. But if you want to use custom proportions, as I've done, rather than those of the first animation frame (the real proportions) then you must set fat and narrow on. That's what I read in the manual. But I haven't tested to see if it really matters.

Re: collision question [Re: JazzDude] #126884
04/28/07 20:18
04/28/07 20:18
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
me too


Never say never.

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