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Castle Drawbridge #32838
09/06/04 18:22
09/06/04 18:22
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
Expert
slacer  Offline OP
Expert

Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
Hi,

while there are several types of draw bridges for castles, my question is:

- would you do it with physic or just use an animated model?

-- slacer

Re: Castle Drawbridge [Re: slacer] #32839
09/07/04 03:50
09/07/04 03:50
Joined: Aug 2004
Posts: 2,215
I
ISG Offline

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ISG  Offline

Expert
I

Joined: Aug 2004
Posts: 2,215
I would do it with an animated model......lol....but thats me. I don't like spending a whole bunch of time scripting so an animated model is all I would do.


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Re: Castle Drawbridge [Re: ISG] #32840
09/07/04 05:11
09/07/04 05:11
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I would reccomend an animated model for the time being. This is due to their currently being a bug with A6.30 and "ph_poly". While you can use "ph_box", I doubt its the precise collision detection your looking for if a player cross's this drawbridge.


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