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Dark GDK / Bullets collision problem

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zydeoN
14
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Joined: 25th Sep 2009
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Posted: 3rd Jan 2010 12:57 Edited at: 3rd Jan 2010 20:12
I am doing an fps paintball game, so i want the bullets to be seen, and i want to use SC collisions to detect if any of them hits the oponent or the map... So i am doing this:


My problem is that the collision sometimes is not detected and when it is, it gives the error: "Error during collision check: Object not setup"
The problem isnt the map, because i am using SC for slide collisions of my character.. Can you guys help me ?
zydeoN
14
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Joined: 25th Sep 2009
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Posted: 3rd Jan 2010 20:10
Well fixed some parts (basic object checking), and i now i understand the problem is in the speed of the bullets. When it is fast, it doesnt detect the collision properly... So what can i do ?
prasoc
15
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Joined: 8th Oct 2008
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Posted: 3rd Jan 2010 20:44
Don't use bullets at all: use SC_RayCast()

Move the painball as far as you want to shoot and get the co-ordinates between the player and the bullets to use for SC_RayCast()

zydeoN
14
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Joined: 25th Sep 2009
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Posted: 4th Jan 2010 19:36
Solved just used sphere casting ...
blackbird1676
14
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Joined: 9th Jan 2010
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Posted: 9th Jan 2010 17:10
i want to see bullet physics become integrated they are great but i dont know how they would intgrate togther?? YAY TUX THE LINUX PENGUIN XD

insanity and genius draw a fine line
bloodmage2
14
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Joined: 14th Jun 2009
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Posted: 12th Jan 2010 22:00
or you could do what dystopia did (free mod for source), make the weapon fire the object, i.e. the paintball, but use a raycast to detect collision, not the bullet. this becomes almost undetectable in fast fire rate weapons.

-to the optimist, the glass is half full. to the pessimist, it is half empty, to the engineer, it is twice as big as it needs to be.

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