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collision problems. #249395
02/02/09 10:20
02/02/09 10:20
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline OP
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Okay when my player attacks another entity and they collied together the player starts walking on top of the other entity. How can i stop this? I've tried lifting the center of the player in med but it didn't seem to help. Anyone have idass?

Last edited by PrenceOfDarkness; 02/02/09 11:55.

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Re: collision problems. [Re: PrenceOfDarkness] #249450
02/02/09 17:30
02/02/09 17:30
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The_Clyde Offline
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You will want to change the bounding box manually, or change move_min_z or c_friction

...or you could prohibit it specifically by checking the YOU pointer right after calling c_move and adding some "if" statements to check for these circumstances to call a c_move with the opposite vector, canceling the move.

Re: collision problems. [Re: The_Clyde] #249557
02/03/09 10:17
02/03/09 10:17
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PrenceOfDarkness Offline OP
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Wow changing move_min_z solved all my problems. Your the man!


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Re: collision problems. [Re: PrenceOfDarkness] #249751
02/04/09 04:52
02/04/09 04:52
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Pittsburgh
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Cool, it worked! Now my day ends on a positive note.

(Now I gotta try that for stopping things from "hopping up" when I bump them!)

Re: collision problems. [Re: The_Clyde] #249837
02/04/09 14:49
02/04/09 14:49
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PrenceOfDarkness Offline OP
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what also really helped was c_setminmax. only reason i'm posting this is incase anyone else has a similar problem and views this post in the future.


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Re: collision problems. [Re: PrenceOfDarkness] #266413
05/17/09 22:59
05/17/09 22:59
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PrenceOfDarkness Offline OP
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i never was able to fix this issue. Can someone tell me how to disable all Z axis interaction?


"There is no problem that can't be solved with time and determination." -me
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Looking for a model designer
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Re: collision problems. [Re: PrenceOfDarkness] #266417
05/17/09 23:08
05/17/09 23:08
Joined: Apr 2009
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Southern Oceans
KiwiBoy Offline
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var disable_z_glide = 2; Dont know if it still works and it has some settings to use (2)

move_min_z Maximum step height (OBB only).
disable_z_glide Disables gliding up slopes (OBB only).

another way is to check if its an certain entity (my.skill1 = 123456) sort of thing and stop before contact or something.

Thats all that comes to mind right now.


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Re: collision problems. [Re: KiwiBoy] #266436
05/18/09 00:58
05/18/09 00:58
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Did you try IGNORE_MODELS in c_move?
Which version do you use and what does your move code looks like?

I just tried it in Lite-C, because I remember a similar problem, but now I couldn't make it happen again.
You could make a test( a short trace f.i.) whether there is a model in front of your player, and, if there is a model and it is at a certain distance, stop the player from moving on.


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