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Impact event not called
#220841
08/10/08 08:12
08/10/08 08:12
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
OP
Serious User
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OP
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
Hi! I have the following problem: My player should touch a weapon and than the event of the weapon should be called so that he picks it up. But, since I moved the origin from the feet of the player to his chest the event isn't called anymore, because now the bounding boxes doesn't touch anymore. But this is also if I use the polygon collision system. Function of the weapon:
...
my.polygon = on;
my.enable_impact = on;
my.enable_entity = on;
my.event = weapon_pickup;
while(my != null)
{
/////Rotation/////
c_rotate(my,vector(3*time,0,0),USE_AXIS+USE_POLYGON);
...
Player:
...
my.polygon = on;
while(my.skill1 > 0)
{
c_move(me,nullvector,player_dist,ignore_passable+glide+use_polygon);
...
Why is the bounding box still used and not the polygons? Thanks for your help! Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Impact event not called
[Re: EpsiloN]
#220985
08/11/08 09:16
08/11/08 09:16
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
OP
Serious User
|
OP
Serious User
Joined: Jul 2005
Posts: 1,930
Austria
|
Thanks for your answer EpsiloN!
Ok I solved the problem now. It's a little bit strange but it seems that even if I use polygon precise collision the bounding boxes have to touch each other and only after that the polygons are used or something like that. I now update the bounding box of the player so that it has correct size (it also reaches the feet now) and now it works.
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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