Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
2 registered members (Quad, AndrewAMD), 1,007 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Enemy collision/hitting box #241664
12/18/08 00:48
12/18/08 00:48
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
Hello,

I tried few things with enemy collision box to prevent bullets from hitting the empty space around the enemy geometry but had no real success frown

Does anybody knows if this can be fixed and maybe how?

Thanx...


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<

Re: Enemy collision/hitting box [Re: Ganderoleg] #241669
12/18/08 01:39
12/18/08 01:39
Joined: Aug 2008
Posts: 218
U.S.
GamerX Offline
Member
GamerX  Offline
Member

Joined: Aug 2008
Posts: 218
U.S.
do it manually, its your best way of setting it up around your player without getting extra HULL hang over.

vec_set(my.min_x,vector(-x,-y,-z));
vec_set(my.max_x,vector(x,y,z));

Here is what i have from an old script i fit it perfectly around my character
vec_set(my.min_x,vector(-10,-20,0));
vec_set(my.max_x,vector(10,20,80));

The my.min z attribute is set to 0 because in med i put the grid at the bottom of my players feet. So know it starts at the feet and goes up 80. 10 in front and 10 in back, 20 on the left and 20 on the right. This is a fairly slim hull you may need to adjust it but when your testing with it just hit F11 twice and take a look at the box, play around with the numbers and notice the difference.
Also its in the help file look it up.

You can also use the BBox setting which sets a fairly large HULL around your entity or you can use POLYGON flag which sets a fairly proportional HULL around the entity but min/max is better if you need to get the HULL just right.


"You may never know what results come of your action, but if you do nothing there will be no result."
-Mahatma Gandhi
Re: Enemy collision/hitting box [Re: GamerX] #241675
12/18/08 02:43
12/18/08 02:43
Joined: Oct 2006
Posts: 470
Balkan
Ganderoleg Offline OP
Senior Member
Ganderoleg  Offline OP
Senior Member

Joined: Oct 2006
Posts: 470
Balkan
I tried it and it worked great !

Your x,y,z values almost fitted perfectly but I had to make 30 and not 20 because of some heavy shields my enemies have over their hands.

Thanx grin


>>Demos free3DModels Tutorials<<
>>>>>>> by Pavle Nikolic <<<<<<<


Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1