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Trace ignoring #92947
10/04/06 09:48
10/04/06 09:48
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
How about a flag in WED to define walls and ceiling that could ignore them in a trace , eg. use only the floor...
This will be great for RPG and Advanture games


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Trace ignoring [Re: EpsiloN] #92948
10/04/06 18:19
10/04/06 18:19
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
I don't quite understand for what this could be usefull?

You could use models and ignore those by the trace.

Re: Trace ignoring [Re: Xarthor] #92949
10/05/06 01:27
10/05/06 01:27
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Yes, but sometimes when a box is in the way, my player can't shoot the enemy, because the trace won't go trough and already hit the box model which was in the way. It's not really possible to ignore a model with a trace and let the trace itself continue onwards, right? I can see why in certain occasions this would be pretty nice,

Edit: yes, different reactions when hitting different models are easy to make btw, however it doesn't make sense to trace twice when you're hitting a model that should be ignored ... (Shoot through a wooden door for example, stuff like that.)

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Trace ignoring [Re: PHeMoX] #92950
10/05/06 04:35
10/05/06 04:35
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
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M

Joined: Dec 2005
Posts: 478
India
You should use my.push. Every entity has a push value and trace will ignore entities with lower push values than the one you are tracing with. This will solve your problem.


My Specialities Limited.
Re: Trace ignoring [Re: msl_manni] #92951
10/05/06 05:28
10/05/06 05:28
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
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Posts: 7,439
Red Dwarf
Quote:

You should use my.push. Every entity has a push value and trace will ignore entities with lower push values than the one you are tracing with. This will solve your problem.




for c_move/rotate, but for trace, how should push work?


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Trace ignoring [Re: Michael_Schwarz] #92952
10/05/06 06:18
10/05/06 06:18
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
Serious User
vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
c_trace with IGNORE_PUSH, the ray will ignore entity with lower
push value than the player.

Re: Trace ignoring [Re: vlau] #92953
10/05/06 06:26
10/05/06 06:26
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
aah, yeah, that makes sense, intresting indeed.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Trace ignoring [Re: Michael_Schwarz] #92954
10/05/06 06:57
10/05/06 06:57
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
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Posts: 1,856
Indeed this functioni exists :

just put in the model you want not been taken in account for trace : the model

my.passable = true or something like that.

and after the trace function if you need collision for the mesh for other things
just put : my.passable = false

you can find code on FPS tutorial : when the player fires a bullet :
the bullet collision is deactivated at beginning.

Re: Trace ignoring [Re: TheExpert] #92955
10/06/06 00:14
10/06/06 00:14
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The objects that pose a problem are not passable though and must not be. I've got some passable objects that need a different reaction, so I'm actually tracing passable models too. However it seems to me that the my.push values are the way to go ... lol, makes a lot sense indeed. Thanks!

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Trace ignoring [Re: Xarthor] #92956
10/06/06 14:22
10/06/06 14:22
Joined: Jan 2006
Posts: 968
EpsiloN Offline OP
User
EpsiloN  Offline OP
User

Joined: Jan 2006
Posts: 968
Quote:

I don't quite understand for what this could be usefull?

You could use models and ignore those by the trace.



So , I should make my level entirely from models (spending 2x time than needed with WED boxes) and then will make the walls passable when tracing so that the AI and the player could walk thru them when I click somewhere on the screen
Now do you understand for what this is...WED blocks , with a little flag for ignoring them in a trace will make our lives much more easyer for RPG and Advanture games...and some Arcade sidescrollers...
I dont want to use 100 traces and scans and other functions to slow down the engine and then try to optimise it when it could be avoided if a simple flag existed


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
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