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collision trigger event #19364
11/05/03 10:38
11/05/03 10:38
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline OP
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ptmontgomery  Offline OP
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Dallas, TX
when objects collide, is a variable set? How do I get the trigger event w/physics?
Thanks for your help!
Paul


Gamestudio development team since 1999!
Re: collision trigger event [Re: ptmontgomery] #19365
11/05/03 12:35
11/05/03 12:35
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fastlane69 Offline
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fastlane69  Offline
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I *think* I asked a similar question ages ago and the answer was that you couldn't trigger while under the influence of the PE.

Use a short range scan() to emulate a trigger event. I know this works while using the PE.

Re: collision trigger event [Re: fastlane69] #19366
11/06/03 01:47
11/06/03 01:47
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline OP
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ptmontgomery  Offline OP
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Thanks -I might have to try that. Odd though -you'd think it'd be necessary to do this....


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Re: collision trigger event [Re: ptmontgomery] #19367
11/06/03 03:18
11/06/03 03:18
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fastlane69 Offline
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That's what I thought too, but the way it was explained to me, by using the PE, you have an independent collision routine, hence negating any player programed collisions (ie triggers)

Re: collision trigger event [Re: fastlane69] #19368
11/06/03 05:14
11/06/03 05:14
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Posts: 60
Dallas, TX
ptmontgomery Offline OP
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ptmontgomery  Offline OP
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OK.... but how to I poll for that event? What trigger is created by the PE? Doug ... some help here?!


Gamestudio development team since 1999!
Re: collision trigger event [Re: ptmontgomery] #19369
12/02/03 03:46
12/02/03 03:46
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline OP
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ptmontgomery  Offline OP
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Dallas, TX
Is there some form of trigger to signal that objects have collided? I want to add a sound when 2 objects collide using the PE.


Gamestudio development team since 1999!
Re: collision trigger event [Re: ptmontgomery] #19370
12/02/03 04:55
12/02/03 04:55
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fastlane69 Offline
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Again, by my understanding, there is no way to poll for a collision event using the PE.

YOu have to resort to using trace() functions plus input some knowledge of the bounding boxes and hardcode a "collision check".

Re: collision trigger event [Re: fastlane69] #19371
12/02/03 23:09
12/02/03 23:09
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Posts: 60
Dallas, TX
ptmontgomery Offline OP
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ptmontgomery  Offline OP
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Fastlane -thanks. that's exactly what I've done. It's not the optimal way of doingthings, and it seems that there ought to be such a function. I was hoping that someone would have sumbled upon it by now. Never hurts to ask.. (again!)


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