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Collision/Move trouble... #319194
04/12/10 21:16
04/12/10 21:16
Joined: May 2009
Posts: 439
T
TerraSame Offline OP
Senior Member
TerraSame  Offline OP
Senior Member
T

Joined: May 2009
Posts: 439
Hello,
For the longest time I have been having trouble with flat hoizontal faces of models where the avatars get stuck, as can be seen on the attached photo.
The collision between the luge side walls is fine and other model vertical faces like a house etc.

Up to this point I have been puting invisible primitive blocks unded decks etc. but the luge run has twists so thats a tough one.
I have created luge runs entirly made of blocks but that is frame rate intensive. And the ski-jump is another tough one.
For that, I built a smooth sloped terrain. The avatars move perfect on terrain and blocks but screws up on models.

I don't get it... What the heck. I've been fighting this for a long time to no avail.
I have polycollision set at 2 and I'm presently running C-Script with the A7.84 engine.
I set the hull size different for individual avatars with this type of code...
wait(1);
vec_set(PLAYER.max_x, vector(1, 1, 2));
vec_set(PLAYER.min_x, vector(-1, -1, -1.5));

Any advice will be appreciated...
Thanks,
TerraSame frown




Here the snowboarder is stuck on a motel roof top model but the
same happens on any horizontal flat model surface like
the luge run.















Here's a a shot of the Luge Course...

Last edited by TerraSame; 04/13/10 11:12.
Re: Collision/Move trouble... [Re: TerraSame] #319498
04/15/10 12:28
04/15/10 12:28
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
Serious User
Widi  Offline
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
I don`t understand all what you write, my english is not so good. But i think you have a problem with the collisionbox. Why not use c_updatehull(me,1) instead of max_x, min_x?

Re: Collision/Move trouble... [Re: Widi] #319608
04/16/10 04:33
04/16/10 04:33
Joined: Oct 2009
Posts: 16
valledupar COLOMBIA
T
tban Offline
Warez kiddie
tban  Offline
Warez kiddie
T

Joined: Oct 2009
Posts: 16
valledupar COLOMBIA
Hello, I'm trying to move a model and its respective bone, and when I do the model through the floor and walls to the same.
You know how I can correct this fault.
thank you very much

I'm using the function ent_bonerotate

Re: Collision/Move trouble... [Re: tban] #319649
04/16/10 11:55
04/16/10 11:55
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Nidhogg  Offline
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Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Try setting the polygon flag on all except players.


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Re: Collision/Move trouble... [Re: Nidhogg] #319775
04/17/10 16:46
04/17/10 16:46
Joined: May 2009
Posts: 439
T
TerraSame Offline OP
Senior Member
TerraSame  Offline OP
Senior Member
T

Joined: May 2009
Posts: 439
Hey...
Thanks for the help folks...
I tried your suggestion Widi... No luck... Frame rate got all messed up...
Nidhogg... Thats already in place as you suggest...
tban... you got me... I never used that function...

I have been working on this problem for years...
With the new A7.82 I have "polycolision set at 2" and the models have their polgon flag set. I have spent the last 4 days fighting this and at this point I think it's my flippin' move/rotate/jump code... What a bitch...
This code stuff is tough... I wish my coder was still around to finish what he started but he took a position at a "AI" University in Switzerland so he used me as a reference then after he got the position he burned the bridge... "It's hard to find good help that will finish what they start..."
Thanks for your help guys!

Re: Collision/Move trouble... [Re: TerraSame] #319810
04/17/10 23:09
04/17/10 23:09
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: TerraSame

I tried your suggestion Widi... No luck... Frame rate got all messed up...


This is a somehow irritating message.
Do you set c_setminmax each frame?
You shouldn't do so, set it only at certain circumstances.
For instance in an fps you set this when the character shall crouch through a ventilation trunk or such, and set it back when he stands again.
Generally, I wouldn't change the collision box of the player, but place the character's animations within the collision box, and change this depending on how it looks in game.


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