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damn collisions!

Started by TheJamsh, April 26, 2008, 03:35:03 AM

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TheJamsh

after pulling my hair out again i need help... my ship, is a nightmare

my building works absolutely fine on its own, no problems whatsoever.

now when i tap a "gun tower" to this object, with a large collision frame which intervenes with the buildings... it messes up the collision of the building. the collision frame NEEDS to be the same size as the building as it is a shield generator which i am using to carry a stasis shield.

i need to change it so that when the tap is destroyed.. the original buildings its tapped onto doesnt lose its collisions...

help VERY MUCH APPRECIATED

if you want me too, i will upload the files for people to have a gander at if its okay with a certain someone...

here are the ODF codes:

Original Building:
[GameObjectClass]
geometryName = "fbship00.xsi"
geometryScale = 0.1
classLabel = "powered"
scrapCost = 0
scrapValue = 0
maxHealth = 70000
powerCost = 0
addHealth = 5
maxAmmo = 0
unitName = "Frigate"
heatSignature = 5.0
imageSignature = 5.0
radarSignature = 5.0
collisionRadius = 1.0
ownsTerrain = 1
isAssault = 1
armorClass = H

[PoweredBuildingClass]
powerTap1 = "hp_tap_1"
powerName = "fbsgen2"
detectRange = 200

[BuildingClass]
bldEdge = "tttt"
tunnelCount = 1

tunnel01X0 = 0
tunnel01Z0 = 0
tunnel01DX = 49
tunnel01DZ = 50
tunnel01Edge = "tttt"


SHield Generator:
[GameObjectClass]
baseName = "fbsgen"
geometryName = "fbsgen2.xsi"
geometryScale = 0.1
classLabel = "turret"
collisionRadius = 100.0
scrapCost = 0
scrapValue = 0
maxHealth = 3000
maxAmmo = 0
unitName = "Shield Generator"
aiName = "GunTowerFriend"
aiName2 = "GunTowerEnemy"
ownsTerrain = 0
canCOllide = 0
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 0

HeatSignature = 2.0
imageSignature = 2.5
radarSignature = 0.5

armorClass = N

requireCount = 0

weaponMask = 00001
weaponHard1 = "hp_shield"
weaponName1 = "gshield"
weaponAssault1 = 0

turretCount = 2
turretName1 = "turret_y"
turretName2 = "turret_x"

[BuildingClass]
soundAmbient = ""

[CraftClass]
rangeScan = 200
periodScan = 0.0
velocJam = 0.0
weaponPitch = 0.0
steerFactor = 0.0
engageRange = 0

[TurretCraftClass]
omegaTurret = 0.0
detectRange = 200


BZII Expansion Pack Development Leader. Coming Soon.

mrtwosheds

#1
You seem to have a knack for finding problems with no solution.

Maybe you could make your "building" a vehicle that does not move...

General BlackDragon

Does the base ship building own terrain and/or have a terrain plate?

I still vote for a pure test: mutate a lung/gun spire untill it does the same collision you want, to see if it is even possible.



*****General BlackDragon*****

Avatar

To my knowledge you won't be able to do it the way you're trying to do it...

That is, I don't think a lung can use mesh collision as a tap object.  Only buildings that own terrain can use mesh collision, all other types are box or bubble collisions, such as vehicles use.  If you place a Spire in the editor and use debug.collision you'll see a collision box for the Spire only, and careful shooting will show the lung is using a sphere...

So hopefully your 'shield' object is suitable for using a bubble or box as the collision... 

-Av-

Nielk1

I did it once, but, it was using massive ships that happened to take up massive terrain squares, so the engine might have just broken in my favor. In my case, I think everything owned terrain, which BTW was massive and flat.

Click on the image...

General BlackDragon

"traditionally" any building that owns terrain and DOESNT have a "collision" frame, is automatically created a "pefect" collision based on the mesh. This does not include any animation though, so a collision frame must be present for those buildings (matriarch, gun spire, extractors, etc)



*****General BlackDragon*****