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| problem with collision; this is urgent | |
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| Tweet Topic Started: Nov 12 2007, 05:38 PM (387 Views) | |
| 13bgarli | Nov 12 2007, 05:38 PM Post #1 |
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ok i'm working on a game, and I am haveing problems with collision, see for your self ![]() see it's not going all the way to the model it stop's before it get's there, and the arrow is also a model, if that help's. this is the code i am useing.
there is also a var called down that makes the arrow move down, but i tried it with out down var and it still dosen't work. i cannot work anymore untill i get this fixed please help, thankyou , 13bgarli |
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| 13bgarli | Nov 15 2007, 11:37 PM Post #2 |
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hello, i really need this
i can't continue untill i have a working collision system, because it will make the rest really really hard... please help, 13bgarli |
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| Eansis | Nov 15 2007, 11:49 PM Post #3 |
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ghost
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Well, first of all, you should set mech to mech.id Also you should set zz to z+height Also you do realize the bullethole's z will always be a constant value...You did not implement 3d locational placing... |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| skarik | Nov 16 2007, 07:07 AM Post #4 |
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kitten eating scum
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What in the world are you talking about? What it seems he's doing wrong is multiplying his vector by the distance to the building. Any other 'errors' are just a different coding style. For example, I like having functions defined as lower case with underscores with the first level capitalized, while the Doctor forces the non-underscore style, which I actually am starting to like better.
Read GM's manual, and you'll see that it returns the id of the object with the same object id, but the smallest y coordinate. Why is it the smallest y coord? I don't know, go ask Mr. Overmars! And if you ask me, that has to be a fake name. |
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| zelda4evr | Nov 16 2007, 02:58 PM Post #5 |
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Forum God
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well what i did was i changed
to
and it worked pretty good. i might also try what you(sharik) said. yes im helping him with this. |
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| Eansis | Nov 16 2007, 04:22 PM Post #6 |
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ghost
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No, thats definitely his real name. If you want you can visit the Netherlands and attend one of his lectures. And I was referring to the z of the bullet impact, he set it to a constant value, so it would be like a 2d fps (like DOOM.) An btw, when no collision is returned, dist returns 99,000 (because of GM's imprecision.) |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| zelda4evr | Nov 16 2007, 04:25 PM Post #7 |
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Forum God
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what do you mean 2d fps? his collision script was working fine, its just the distance was wrong. |
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| Eansis | Nov 16 2007, 04:33 PM Post #8 |
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ghost
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Like where there is no z aiming. His code uses the lowercase z instead of the Z variable. Read his code and you'll see what I'm talking about. Based on his code, it should create impacts at the player's x, y and z. |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| 13bgarli | Nov 16 2007, 11:01 PM Post #9 |
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no, i figered it out thakes to Zelda4evr, it was the distance... thankyou so much |
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| zelda4evr | Nov 17 2007, 01:26 AM Post #10 |
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Forum God
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your wrong Eanbro, this code is in the arrows step event, after it's created. everything is fine. |
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| Eansis | Nov 17 2007, 01:28 AM Post #11 |
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ghost
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Well, he figured it out, so its all good. |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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