Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / A big collision bug!

Author
Message
The Nerd
19
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 12th Feb 2005 19:11
Hi

Im making a game in FPSC.
you stand in a prison cell with an unarmed guard(He is NOT on static)
he stands still and play the animation nicely. BUT i can walk right trough him!!!!

Is this a bug?


looking for Royalty free 3D objects?
then Check PanzerGames at this link : http://www.freewebs.com/panzergames
The Nerd
19
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 12th Feb 2005 19:20
Can someone please confirm if this is a bug?


looking for Royalty free 3D objects?
then Check PanzerGames at this link : http://www.freewebs.com/panzergames
jasuk70
21
Years of Service
User Offline
Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 12th Feb 2005 19:25
This is how the collision with character entities works in the EA version, it was decided that to avoid trapping a player that you can walk through them to move away. This will be looked at again after the EA release.

----
"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"
The Nerd
19
Years of Service
User Offline
Joined: 5th Jun 2004
Location: Denmark
Posted: 12th Feb 2005 19:28
Ok

Then i will just use the static mode.


looking for Royalty free 3D objects?
then Check PanzerGames at this link : http://www.freewebs.com/panzergames
jasuk70
21
Years of Service
User Offline
Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 12th Feb 2005 19:30
The reason for it was during beta testing the player could get trapped by the characters so it was modifed to what it is now and will be looked at later.

Jas

----
"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 12th Feb 2005 20:10
You're not actually walking through him. You are very, very quickly throwing him over your shoulder and he is landing on his feet in exactly the same spot because of his belt being tied to a strap and pulling him back down very quickly....

Or what jasuk70 said

Ali
19
Years of Service
User Offline
Joined: 18th Sep 2004
Location: England
Posted: 12th Feb 2005 20:46
You can turn the player collision on for him by adding COLON to the initiation script for the entity.
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 13th Feb 2005 05:55
Yes ALI that is a good idea, by default all characters are COLOFF to avoid more problems than solutions. In V1, the player will 'push' past the character causing them to back off, unless they are against a wall in which case they push back...we shall see.

"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"

Login to post a reply

Server time is: 2024-04-28 04:34:21
Your offset time is: 2024-04-28 04:34:21