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collision on the particles !! #26550
04/23/04 04:27
04/23/04 04:27
Joined: Feb 2004
Posts: 19
V
VAt Offline OP
Newbie
VAt  Offline OP
Newbie
V

Joined: Feb 2004
Posts: 19
hi friends,
with ur heartiest help now i can create rain and other particle effects.But still there is one problem,"my rain is going through the rooms". How do i them to move into??
plezz help me.

Re: collision on the particles !! [Re: VAt] #26551
04/23/04 07:14
04/23/04 07:14
Joined: Nov 2003
Posts: 677
There
Julius Offline
Developer
Julius  Offline
Developer

Joined: Nov 2003
Posts: 677
There
one of the AUMs has a tutorial on that. it uses sprites instead of particles. to keep the blood from my entities going through the ground, i use content to check it the particle is in a solid.

hope this helps.

Julian


flabadabadab.
Re: collision on the particles !! [Re: Julius] #26552
04/24/04 00:44
04/24/04 00:44
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
Bird Offline
Senior Developer
Bird  Offline
Senior Developer

Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
you also can do this with particles:

function not_in_house //function of your particle (my.function=not_in_house;)
{
if(content(my.x)==in_solid)
{
my.move=0;
my.function=0;//clear the particle
}
}


- A6pro 6.40.5
Re: collision on the particles !! [Re: Bird] #26553
04/25/04 09:58
04/25/04 09:58
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
well, no. Sometimes a particle is "too fast" and just moves through a wall. If it then checks for content it won't be solid but empty space.
This method works IF the particles are slow and the walls a thick.


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Re: collision on the particles !! [Re: mk_1] #26554
04/28/04 23:32
04/28/04 23:32
Joined: Dec 2003
Posts: 61
Funkytown, USA
feature_creature Offline
Junior Member
feature_creature  Offline
Junior Member

Joined: Dec 2003
Posts: 61
Funkytown, USA
Each time you create a particle, find it's velocity and do a trace in that direction. Store the z-component of that trace-vector in one of the particle skills (skill_a,skill_b). That way you are only doing one "slow" operation per particle.

When the particle gets to that height, then make it stop, splash, splat, explode, or whatever.

One thing I noticed, is that while this stops the particles, if you have streak (or maybe beam too, I don't know) turned on, the streaks will continue past the point where the particle stops.

One disadvantage with this system: it doesn't work on moving platforms. For the most part, it looks good though.


Curious, but not overwhelmed...demlehwrevo ton tub ,suoiruC
Re: collision on the particles !! [Re: VAt] #26555
06/10/04 02:39
06/10/04 02:39
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline
Developer
Rigoletto  Offline
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Just an idea,

add some sprites to your particles and use them as reference.

Re: collision on the particles !! [Re: Rigoletto] #26556
06/27/04 21:37
06/27/04 21:37
Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
Yulor Offline
Senior Developer
Yulor  Offline
Senior Developer

Joined: Jul 2001
Posts: 1,269
Hopewell Jct, NY
In addition.. you can also check to be on_solid, then trace to see if it is on a roof texture, then move it downwards diagonally so it slides off the normal of the roof, and if it hits an invisible block about 1 unit off the roof, it will start to fall again.....

Re: collision on the particles !! [Re: Yulor] #26557
06/29/04 12:23
06/29/04 12:23
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
Bird Offline
Senior Developer
Bird  Offline
Senior Developer

Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
that would be too slow
there are too much particles for a trace from each one to the floor.
And with on_solid you mean content_solid, right? i didn't find an on_solid in the manual.
But content_solid would be too slow to realise that the particle is on a block.
It's only for entitys with collision.
sorry
But the idea was nice


- A6pro 6.40.5

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