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Andy Gilbert

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Posts posted by Andy Gilbert

  1. When i drag and drop an object onto another in the editor object list it creates a branch and drops it in, then when i select its parent and move it, they both move. Meaning its parented to that object?

     

    But if i tell the parent to move using a script, the child does not?

     

    Is this correct?

     

    Andy

  2. Hmm there must be something going on then, as i still cant get the collision to register, the object is very simple so ive ceated a polymesh from it and loaded that in, when "show Physics" is enable it fits great, set to trigger and the object goes though, but no collision is registered?

     

    Andy

  3. Hi Josk, do you mean Nav obstacle? If so then that is unchecked. The collsion works fine, but like i said above i want to be able to go THROUGH the object but still pick up the collision hook.

     

    I also have the static object as Prop, no mass.

     

    Setting type as Trigger would do the trick IF is registered the collision callback, but it doesnt.

     

    Thanks

    Andy

  4. Hi, i seem to have this wokrnig great using

     

    function Script:Collision(entity, position, normal, speed)
    being = entity:GetKeyValue("name")
    if being == "gobbo" then self.entity:Hide() end
    end
    

     

    But, what ive realised i want is to be able to detect collsion without collsion actually happeneing. As in, i have an object that moves and when it hits the "other" object i want to detect it touching it, but not actually stop and collide with it, (go through it!) Ive tryed make the collsion type to none, which makes the object no collide, but also make the collisionhook not work?

     

    How could i do this?

     

    Thanks

    Andy

  5. When you use this function in a script attached to some CSG or a model it works fine:

     

    if (self.window:KeyHit(Key.Right)) then
           mypos = self.entity:GetPosition()
           self.entity:SetPosition(mypos.x+2,mypos.y,mypos.z)
    end

     

    If you attach the above to the camera, it causes strange issues. The main one being the camera doesnt move with keyHits.

     

    Andy

  6. Im trying to "toggle" a variable using a key and using keyDown works but obviosuly this makes it hard to toggle as it repeats while the key is down.

     

    So i tryed using keyHit and for some reason getting strange results, such as it not doing anything.

     

    So i tryed drawing the variable to the screen, and when i do, the number seems to "overwrite" itsself??

     

    Yet using keyDown doesnt do this.

     

    Am i doing something wrong?

     

    EDIT: What ive noticed is, if i attatch tell it to "move" an object with each keyHit, its very "on/off" MORE off, it never seems to work and then suddly it will, but the nubmer being drawn changes with every hit.

     

    This is in the Update world function

     

    Thanks

    Andy

  7. Hi, just a feature i could really do with and so thought it may become usefull for all is to be able to see the shape of physics for models. Either just a wireframe or somthing that can be turned on and checked if the size and offset is ok.

     

    At the moment im just working blind.

     

    Thanks

    Andy

     

    Ignore, just found it :D

     

    Thanks

    Andy

  8. Ok, as an update:

     

    1.Changing the rotation of a directional light using the mouse and axis is fine, but updating the Z rotation property does nothing.

     

    2.The Z direction of the light does not corrispond projected shadows, it works if the Z angle is below 0 so the direction is pointing down, but if i rotate the light so that its direction is upwards, the light works fine, but projected shadows stays as though the light is coming from above.

     

    Andy

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