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A7 - Phys. Collision #342508
09/28/10 19:42
09/28/10 19:42
Joined: Jan 2005
Posts: 605
Deutschland, NRW
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garv3 Offline OP
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garv3  Offline OP
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Joined: Jan 2005
Posts: 605
Deutschland, NRW
Hey there,

is there a possibility to get the pointer of an entity a physics entity collides with?
I need this to read some skills of a surface a sphere rolls on or collides with in other directions.
Or do I have to do a c_trace in the direction given by phent_getvelocity?

Thanks!

derGarv


GameStudio Version: A7 Pro v7.86
Re: A7 - Phys. Collision [Re: garv3] #343143
10/03/10 23:07
10/03/10 23:07
Joined: Jan 2005
Posts: 605
Deutschland, NRW
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garv3 Offline OP
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garv3  Offline OP
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Joined: Jan 2005
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Deutschland, NRW
No ideas at all?


GameStudio Version: A7 Pro v7.86
Re: A7 - Phys. Collision [Re: garv3] #343152
10/04/10 01:08
10/04/10 01:08
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
ENABLE_ENTITY
Collision with another entity during a c_move instruction or physics entity movement. Both entities must not be PASSABLE, and the collider's push value must be less than the other entities' push value. On start of the event function, the event_type variable is set to EVENT_ENTITY, the you pointer is set to the other entity, the vector normal is set to a direction perpendicular to that surface, and the vector bounce is set to the direction into which the entity would bounce off.

the manual is your friend

Re: A7 - Phys. Collision [Re: darkinferno] #343204
10/04/10 13:36
10/04/10 13:36
Joined: Jan 2005
Posts: 605
Deutschland, NRW
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garv3 Offline OP
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garv3  Offline OP
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Thank you!
It seems I did not see this before.


GameStudio Version: A7 Pro v7.86

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