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How to walk in a house? #140311
07/10/07 11:30
07/10/07 11:30
Joined: Mar 2007
Posts: 27
P
PeterM Offline OP
Newbie
PeterM  Offline OP
Newbie
P

Joined: Mar 2007
Posts: 27
Hello.

I made a model of a house in max, then exported it as 3ds, inported in med and
saved it as mdl.

created it with ent_create...
And now afcourse I cant walk in a house becouse house is an entity and i
get blocked.

What can i do so i can walk in a house and only get blocked by walls
like it is suppose to be (like it would be if i made the house it in WED)?

I'm looking for a way that I can make a house in max and not in WED.

Re: How to walk in a house? [Re: PeterM] #140312
07/10/07 11:37
07/10/07 11:37
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Two options, easy one and hard one

Easy
my.polygon = on;

If will not working
Hard one
make model passable and
create invisible boxes along the walls

cheers


Never say never.
Re: How to walk in a house? [Re: tompo] #140313
07/10/07 12:28
07/10/07 12:28
Joined: Mar 2007
Posts: 27
P
PeterM Offline OP
Newbie
PeterM  Offline OP
Newbie
P

Joined: Mar 2007
Posts: 27
yes I tried that my.poligon=on; allready but it didnt work.

i did this and it didnt work.
action house
{
my.polygon=on;
}
should i put in anything else?

ill have to do it like you said

make model passable and
create invisible boxes along the walls

tnx for your help, if you know any other way please tell me.

Re: How to walk in a house? [Re: PeterM] #140314
07/10/07 13:51
07/10/07 13:51
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
Serious User
vlau  Offline
Serious User
V

Joined: Aug 2005
Posts: 1,558
HK
Make sure your character's bounding box is set
correctly with c_setminmax(my). You can check
their bounding box by pressing F11 twice when
run your level.

Re: How to walk in a house? [Re: PeterM] #140315
07/10/07 14:23
07/10/07 14:23
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
You need to set your collision system up first to take advantage of my.poly = on in the manner you are looking for.
see this Thread for an excellent example from Frederick_Lim, its A7 but you can just use the script to see how well walking on and in models can be. I think its just awesome how ever, this system really chews up the framerates as C_move instructions are all thats there.

Re: How to walk in a house? [Re: Nems] #140316
07/10/07 17:15
07/10/07 17:15
Joined: Mar 2007
Posts: 27
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PeterM Offline OP
Newbie
PeterM  Offline OP
Newbie
P

Joined: Mar 2007
Posts: 27
It works now. I used ent_move instead of c_move thats why it didnt work.

But now when i have c_move and enemy comes close to me so he can hit me, I cant
get away, its like my GLIDE doesnt work and i get stuck in the enemy...

did i write anything wrong??
c_move(my,my.force_x,nullvector,IGNORE_PASSABLE|GLIDE);

Tnx for your help

Re: How to walk in a house? [Re: PeterM] #140317
07/10/07 22:22
07/10/07 22:22
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
User
tompo  Offline
User

Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
try to use events:
event_impact, event_entity etc
vec_to_angle (my.pan, bounce); //turn entity away

or add use_box mode

or add c_setminmax(me);


Never say never.

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