Jump to content

Nimzog

Members
  • Posts

    10
  • Joined

  • Last visited

Posts posted by Nimzog

  1. 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.

  2. 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)

  3. 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?

  4. 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.

×
×
  • Create New...