targetted CollisionFree

Ideas for Game Editor evolution.

targetted CollisionFree

Postby zoiba » Tue Feb 27, 2007 9:09 am

CollisionFree function could be useful in many situation but if you have complex graphic it may be a pain to control it.
I wish to have the option for checking collision in advance only with a specific object instead of checking all objects in scene.
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Postby Fuzzy » Tue Feb 27, 2007 1:04 pm

Divide your view area up with filled actors. have each one have a list of actors within its area. Each of these has collision turned off. when the filled actor is collided, it turns on its content actors collisions. If need be, nest the several levels deep.
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Postby zoiba » Tue Feb 27, 2007 3:09 pm

I tried this: turn off collisions not interested in test, check collision at given x, y with collisionFree command, turn on all collisions. All actors having physical reaction start falling at this point. It seems to me that GE can't reactivate collision for them.
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Postby morcior » Wed Feb 28, 2007 6:13 pm

collisionfree is pretty useless at the moment I have to agree....

you should be able to pass it at least an actor name to exclude from its check. better yet, let us put actors into groups and exclude an entire group of actors with collisionfree :)
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Postby Sgt. Sparky » Thu Mar 01, 2007 1:19 am

yeah,
I agree.
I get really frustrated when I have a path of actors and my actor goes to one at a time out of order. :( :cry:
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Postby Sgt. Sparky » Mon Mar 26, 2007 1:53 am

you can use GetCLone right?
I will set up a code just in a bit :D
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Right now (10/14/2009) I'm working on some C++ projects, but I might be able to help if you have some Game Editor questions. :)
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