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Posts posted by Nimzog
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how are you updating the position of the invisible sphere? If you are using entity:SetPosition(), it may be breaking the physics. You could try using entity:PhysicsSetPosition()
When I use PhysicsSetPosition it does not follow the player anymore... But it was a good guess.
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I dint want it to be affected by gravity.
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Thanks its working properly now.
EDIT: it only collide with the player. When I move it around it does not collide with anything even when I changed the collision type to something that does not collide with a character(that is not an option).
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I'm trying to created a special move collision sphere for my game and when I create them in C++ with a code like this :
//create the collision sphere for the model CollisionSphere = Model::Sphere(); CollisionSphere ->SetPosition(player->GetPosition()); CollisionSphere ->SetMaterial(invisiblityMat); CollisionSphere ->SetCollisionType(Collision::Character);
later I add a CollisionHook and some code that will make it follow the player around. As I track the collision of this Sphere nothing happens.
I later tried to make a prefab with all the settings and sill the same result.
I decided to let the sphere there and see if it collides with the player and it didn't, but if I leave the prefab in the map it would collide with the player.
I am a total loss here.
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this line here looks totally alien to me:
self.MainCamera:SetMatrix(self.TrackingPivot:GetMatrix())
and all the matrix related lines
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Look up render targets. You render the view from your second world into a texture / material that you apply in the first world. There is an example for LUA that can be easily ported to C++:
http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam
This is one of the topic I was calling dated almost no commands are recognizable in 3.x
And thank you xtreampb it helped a lot in making this portal a reality
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Hello
I need to make a "portal" that looks into another map. I looked through the forums and all the comments are either vague or dated. I have a general idea on how : put something(the portal) in front of my player and on the material/display area of the portal display what a camera in the other map sees. I have no idea on how to link said camera to the material/display area. Any input or guidelines are welcome (if possible in c++ please)
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I dont want to destroy all the entities because its like an alternate world of the current one that we can switch back to at some point. I just found the setCurrent/getCurrent methods would those be better suited for that?
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Hello
I am trying to change a map while in game. The result I am getting at the moment is that each time I do a Map::Load() the new one is added to the old one. This means that the lights get freakish and objects that should not be there are still there. I looked around the command reference doc and I cant find a way to delete an old map as it is not assigned to a variable anywhere. Is there a way using the context or world object? I am doing this in C++ in case it is usefull.
Model created in C++ don't collide
in Programming
Posted
OK I created my own collision with set response, gave a mass and set gravity mode to false. It works well thank you everyone.