1 registered members (AndrewAMD),
1,014
guests, and 1
spider. |
Key:
Admin,
Global Mod,
Mod
|
|
|
bonding box
#300074
11/29/09 16:46
11/29/09 16:46
|
Joined: Jul 2008
Posts: 128 Ukraine
BastovBros
OP
Member
|
OP
Member
Joined: Jul 2008
Posts: 128
Ukraine
|
A question about the bounding box. My player has the bounding box, so he is non-passable when he is not in the vehicle. The vehicle also has the bounding box, so when I get in the vehicle it behaives unpredictably, thus I make the player passable, when he enters the vehicle if(my.x == vehicle.x){ set(my,PASSABLE);} though when I get out of the vehicle again, I cannot make myself unpassable again? Is there a flag opposite to PASSABE? Another question: if I for example make the player unpassable all the time, even if I enter the vehicle, I don't care about its weird behavior, though when I get out from it, the player's bounding box is changed, it is much bigger now....why so? I try to adjust his bounding box again, c_setminmax(me), then vec_set(my.min_x.....) and so on, but the bounding box does not change to its normal scale. Even if I put the c_setminmax in the loop, the bounding box changes to the normal scale, but it attempts to change to that bigger scale every frame... So the player looks as if he is jumping slightly all the time.... How to fix it? Any ideas? Thanks in advance
a generator of dull questions
|
|
|
Re: bonding box
[Re: Webster_]
#300078
11/29/09 17:14
11/29/09 17:14
|
Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
|
Expert
Joined: Feb 2008
Posts: 3,232
Australia
|
Are your SURE you are using "reset(me,PASSABLE);" when the ME pointer is set to the player (rather than the car)?
Easy mistake to make. Done it many times myself...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
|
|
|
Re: bonding box
[Re: MMike]
#300107
11/29/09 20:19
11/29/09 20:19
|
Joined: Jul 2008
Posts: 128 Ukraine
BastovBros
OP
Member
|
OP
Member
Joined: Jul 2008
Posts: 128
Ukraine
|
I am "feedbacking": well, I think you mean c_updatehull , thogh , I don't think I need it, it takes a lot of fps and it is basically for changing the bounding box if the animation changes, e. g. if the player ducks ,then lies, then stands. So it will change the bounding box each frame as the player is running, which I don't need. I tried to write some new values for the bounding box and put the c_setminmax in the loop, and it now works fine... I think it was the engine bug or something... I hope it won't happen again, unless I understand why yhis happens.
a generator of dull questions
|
|
|
|