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hppav
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Post by hppav »

Bravo on the spitter guys, I like how it turns it's head and looks all innocent before charging and unfurling it's frill :o Then there's the great text "Spit Flies" lol.
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Post by Draconisaurus »

machf wrote:I suppose something similar to a location trigger could be achieved by having one of those objects be an invisible instance attached to another (smaller) object, so as to respond "when object A gets into the proximity of object B".
Hmmmm I'm really not sure what you're getting at? What's this
about attached objects and proximity...
machf wrote:But, unfortunately, collision triggers don't have the range of options that location triggers do (detecting when something enters, is inside or leaves a volume), right? Pity.
I'm not sure I understand, first of all --- a collision is a definate, in-
stant event. It takes up no length of time.. it's a point on a line. It
comes and goes immediately, there's no leaving or entering about
it.
machf wrote:It would be great if a location trigger could move together with an object - now you may understand why I asked...
Ahhhh I finally understand what you mean there. For example, I
have the dino detector in JPDS1, mensioned in one of Hammond's
voiceovers. That's when I descovered Location triggers can't be
moved. I tried to connect the trigger with a magnet to the detector
object... that was amusing lol. It glued the detector to the ground.
Should I tell you how I got it to work? I think I'll wait till the level is
released. ;) But it's true, it would be nice if a certain type of trigger
could detect the proximity of defined object(s) to the main object.
Fortunately with CAnimals there was already a similar system in
place... ;)
machf wrote:Any limitations on the type of objects which can be tested for collisions? Do they have to be Tangible, Visible, or have Mass, or something else?
OK just think about this for a second. Objects cannot collide unless
they are tangible. If they're not tangible, they pass through each
other. Then you have an object entering a volume--- that's called a
location trigger. Non-tangible objects can't move anyway, I don't
think... except for CEntityAttached.
machf wrote:Could you detect a collision between, for example, a Magnet and an invisible/intangible CEntityAttached? Has anyone ever tried that?
Magnets?!!?! :D Magnets don't even have a bounding volume, they
are single points in space. It doesn't matter how big you scale
a manget in TresEd it will act the same (this goes for CAnimal joints
as well). As such, single points cannot collide with each other; they
would have to occupy the same exact location, which I'm not sure is
possible. :? It is at least insanely unlikely.
As for collisions with CEntityAttached... look at Isle's porta potty.
The doorknob is one such, however it's not tangible (obviously), but
they needed the door to have a physical handle. I'm not really sure
why TC made that doorknob a class anyway... maybe as an exam-
ple in the level. Anyway there is a $-object in use by the door itself,
to which the knob is also attached. This gives the effect of a tangi-
ble CEntityAttached. Like I said before, truely intanbible objects can-
not collide with anything anyway. :)
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machf
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Post by machf »

Draconisaurus wrote:
machf wrote:But, unfortunately, collision triggers don't have the range of options that location triggers do (detecting when something enters, is inside or leaves a volume), right? Pity.
I'm not sure I understand, first of all --- a collision is a definate, in-
stant event. It takes up no length of time.. it's a point on a line. It
comes and goes immediately, there's no leaving or entering about
it.
I know. That's why I said a collision trigger downs't offer the range of options a location trigger does...
machf wrote:It would be great if a location trigger could move together with an object - now you may understand why I asked...
Ahhhh I finally understand what you mean there. For example, I
have the dino detector in JPDS1, mensioned in one of Hammond's
voiceovers. That's when I descovered Location triggers can't be
moved. I tried to connect the trigger with a magnet to the detector
object... that was amusing lol. It glued the detector to the ground.
Should I tell you how I got it to work?
You made the rest of the whole level move around it while it stayed in place, to give the illusion that it was moving? :wink:
I think I'll wait till the level is
released. ;) But it's true, it would be nice if a certain type of trigger
could detect the proximity of defined object(s) to the main object.
Fortunately with CAnimals there was already a similar system in
place... ;)
machf wrote:Any limitations on the type of objects which can be tested for collisions? Do they have to be Tangible, Visible, or have Mass, or something else?
OK just think about this for a second. Objects cannot collide unless
they are tangible. If they're not tangible, they pass through each
other. Then you have an object entering a volume--- that's called a
location trigger. Non-tangible objects can't move anyway, I don't
think... except for CEntityAttached.
The idea is to test if a moving object intersects paths with (or rather, comes near) another (intangible) moving object. I don't want an actual collision test (as, if I understand correctly, the engine detects a collision and separates the object or somehting - I want them to keep following their original trajectories unaffected), I want a sort of location test...
machf wrote:Could you detect a collision between, for example, a Magnet and an invisible/intangible CEntityAttached? Has anyone ever tried that?
Magnets?!!?! :D Magnets don't even have a bounding volume, they
are single points in space. It doesn't matter how big you scale
a manget in TresEd it will act the same (this goes for CAnimal joints
as well). As such, single points cannot collide with each other; they
would have to occupy the same exact location, which I'm not sure is
possible. :? It is at least insanely unlikely.
Ah, but I wouldn't be checking if a point is coliding with another point, I would check if a point collides with a volume. I suppose if that's not possible,either, you could always attach a slave object to the magnet and use that to check the collision.
As for collisions with CEntityAttached... look at Isle's porta potty.
The doorknob is one such, however it's not tangible (obviously), but
they needed the door to have a physical handle. I'm not really sure
why TC made that doorknob a class anyway... maybe as an exam-
ple in the level. Anyway there is a $-object in use by the door itself,
to which the knob is also attached. This gives the effect of a tangi-
ble CEntityAttached. Like I said before, truely intanbible objects can-
not collide with anything anyway. :)
Hmm... there has to be a way to do a check...
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chronzerg
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Post by chronzerg »

Hey, i finally got it to work, I used the TC_Engine
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