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another problem... #148891
08/18/07 19:34
08/18/07 19:34
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
hi, ive yet another problem, which i cant find a solution...

i've created a model with `MED`, added model into WED editor, into the game level... but there is no collision detection for the model... the character walks straight through.


Meka][Meka || TeamElite Owner Meka-Meka Programmers
Re: another problem... [Re: Memphis] #148892
08/18/07 19:36
08/18/07 19:36
Joined: Jun 2007
Posts: 63
Italy
Sonic220 Offline
Junior Member
Sonic220  Offline
Junior Member

Joined: Jun 2007
Posts: 63
Italy
i think.. you must set it in sed, add an action
My passable = off
or lokk at the proprietes Oo


~Vision Divine~
Re: another problem... [Re: Sonic220] #148893
08/18/07 19:47
08/18/07 19:47
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
i have tried via properties, i've tried several different options, ie. polygon, and ive made sure passable was unticked.


Meka][Meka || TeamElite Owner Meka-Meka Programmers
Re: another problem... [Re: Memphis] #148894
08/19/07 11:45
08/19/07 11:45
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
i solved the problem, it was todo with c_move, whilst using glide, im asuming zglide, which i messed around with, but no success, so i used USE_AABB collision detection which worked fine.

but i've designed a surrounded desk, for in game, an L shape desk, but i cant move into the centre of the desk, it collides with a square, and when i insert the desk and resize it as a model, it loads the object 5x smaller then when in WED, how can i solve these problems?


thanks in advance.


Meka][Meka || TeamElite Owner Meka-Meka Programmers
Re: another problem... [Re: Memphis] #148895
08/19/07 15:45
08/19/07 15:45
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
ok hi again, i've solved half of the problem i hope, i removed the USE_AABB, i set polygon on the desk, and which i forgot todo, i set the polygon also for the character, which seems to work perfect bar 1 thing, sometimes the collision doesnt work? sometimes the character walks half way throught the desk, keeping turning and will eventually go straight throught

look here > http://www.meka-meka.com/links/shota.JPG

maybe its something todo with using player.pan, ive jus found some info on player.pan not checking for collision.. could someone show me how to change player.pan to c_rotate,

Code:

c_move(player,move_vec,nullvector,IGNORE_PASSABLE|GLIDE);
player.pan -= mouse_force.x*20*time_step;



ive read on c_rotate, and tried several things, but i dont see to quite understand the function, i cant find alot of information on using it.

thanks in advance.

Last edited by Memphis; 08/19/07 17:11.

Meka][Meka || TeamElite Owner Meka-Meka Programmers
Re: another problem... [Re: Memphis] #148896
08/19/07 17:57
08/19/07 17:57
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
nm, i've got it after playing around for a few hours lol

Code:

c_move(player,move_vec,nullvector,IGNORE_PASSABLE|GLIDE);

//player.pan -= mouse_force.x*20*time_step; //old way of panning...
c_rotate(player, vector(-mouse_force.x*20*time_step, 0, 0), 0 );



this seemed to correct my problems...

Re: another problem... [Re: Memphis] #148897
08/19/07 18:10
08/19/07 18:10
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
maby at this at start of you function/action
function/action
{
c_updatehull(my,1);
while(1)
{


"empty"
Re: another problem... [Re: flits] #148898
08/19/07 18:45
08/19/07 18:45
Joined: Aug 2007
Posts: 27
M
Memphis Offline OP
Newbie
Memphis  Offline OP
Newbie
M

Joined: Aug 2007
Posts: 27
thanks for the responce flits, but c_rotate solved the problem


Meka][Meka || TeamElite Owner Meka-Meka Programmers

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