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Walking through my doors/gates #319109
04/12/10 12:26
04/12/10 12:26
Joined: Apr 2010
Posts: 11
B
BusterJr Offline OP
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BusterJr  Offline OP
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Joined: Apr 2010
Posts: 11
I am making this silly game for a school project. I have made some models that are a door and a gate. I also made som models which are there for no particular use (buildings in the background). My problem is that when I play the game I can walk through my door and gate! That isn't so good considering they are supposed to be a natural blockage and you have to find keys etc. to go further.
On my models that are for no use I have checked the option BBox and then I can't walk through them. Is there anything else I should do with the doors so I can't walk through them?

I am using Gamestudio Pro version 6.60 / WED V6.751 (It's the one we get from our school)

Re: Walking through my doors/gates [Re: BusterJr] #319125
04/12/10 13:55
04/12/10 13:55
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
you can use two options:

c_setminmax(me); in the function of the entity.

Or
if you use Lite-C: set(me, POLGYGON);
if you use C-Script: my.polygon = on;

or check in WED in the properties panel "polygon"

I suppose that your player model uses c_move to move.

Re: Walking through my doors/gates [Re: Pappenheimer] #319129
04/12/10 14:19
04/12/10 14:19
Joined: Apr 2010
Posts: 11
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BusterJr Offline OP
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BusterJr  Offline OP
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Joined: Apr 2010
Posts: 11
I tried checking it as a polygon, but still I can move through my model/door. I am using player_walk_fight

I have tried my actor in another WED-project with the same model of a door and then I couldn't walk through it. That was just a tiny little level I made with just those two models and a ground. This is the only thing I need to do actually to get the first level finished. It seems to me there must be something in the self generated scripts that is bugging it up. But I'm not an expert...

Re: Walking through my doors/gates [Re: BusterJr] #319131
04/12/10 14:23
04/12/10 14:23
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
something you could try is creating an action that sets the door unpassable all the time, like:

action door_solid
{
while(1)
{
my.passable = off;
wait(1);
}
}

and then see what happens.

you can also create a map entity, place that at the door's position, and make it invisible.

also, you can check(if the door is a model) if all normals are facing outside. in this case the shading wouldn't be good either, so it is easy to recognize.

I hope that one of the workarounds helps

Last edited by Roel; 04/12/10 14:25.

Check out the throwing game here: The throwing game
Re: Walking through my doors/gates [Re: Roel] #319136
04/12/10 14:36
04/12/10 14:36
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You can open your script in SED and search for move and c_move. It must be c_move to recognize a model with the polygon flag set as an obstacle.

You can click the key F11 twice to see the collision boxes as a blue outline around the objects, too.

Re: Walking through my doors/gates [Re: Roel] #319213
04/13/10 07:45
04/13/10 07:45
Joined: Apr 2010
Posts: 11
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BusterJr Offline OP
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BusterJr  Offline OP
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Joined: Apr 2010
Posts: 11
I tried making the action but still, no results. I also tried some other stuff but still, I'm walking through my doors. Unfortunately..

Re: Walking through my doors/gates [Re: BusterJr] #319223
04/13/10 10:49
04/13/10 10:49
Joined: Apr 2010
Posts: 11
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BusterJr Offline OP
Newbie
BusterJr  Offline OP
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Joined: Apr 2010
Posts: 11
I "solved" it. I rebuilt the doors in Wed, saved it as a prefab, built it as a map entity and then problem solved. Anyways, thanks a bunch for the help and good tips. You guys are the best!


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