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DLL Talk / Nuclear Glory - RESP_NONE Question

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kaband
21
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Joined: 22nd May 2003
Location: Chicago
Posted: 1st Dec 2004 23:41
I bet this has been answered before, but I cant seem to locate it.

Anyway, I am having no luck using RESP_NONE collision type with one of my objects. When my moving object collides with the RESP_NONE object it stops in stead of going right through it.

I am trying to create a hot spot. I am using ELLIP_2_POLY for this collision does it have to be ELLIP_2_ELLIP for RESP_NONE to work correctly? I hope not, because the object wont well with an ELLIP.

Any help here would be greatly appreciated.

Thanks!
BatVink
Moderator
21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 2nd Dec 2004 04:00
Have you got some sample code? It works fine for me, I use RESP_NONE for waypoints.

BatVink
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Boy_K
21
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Joined: 6th Aug 2003
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Posted: 2nd Dec 2004 16:38
I used SetCollisionsPro set mode to RESP_NONE in V.3 , I got result as RESP_STICK
( but it OK in V.2 and ELLIP_2_ELLIP )
( V.2 RESP_NONE = 5 , V.3 RESP_NONE = 6 )

I already code at NGC Bug report

...
kaband
21
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Joined: 22nd May 2003
Location: Chicago
Posted: 2nd Dec 2004 22:45
Thanks for the help guys. I should get an example up here.

Let me try your code and see if it works for me. If it doesnt then I will post my code.

Is it a problem though, if you are loading a directx object. I notice in your code you are creating objects within DBP, but I wonder if resp_none is not working on objects which are loaded. I will play with it and see if I can.

Boy_K, I think you included your serial for nuclear glory in your source post. Probably should remove it.

Thanks,
Justin
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 3rd Dec 2004 12:55
Quote: "Boy_K, I think you included your serial for nuclear glory in your source post. Probably should remove it."


For future reference I wouldn't make a post telling everyone that. Either email the person who posted it (if email addy is given) or email rich or one of the other mods to have it deleted. Most people overlook stuff like that in source boxes but if someone posts it then everyone gets it. It is really odd that you can't edit source boxes anyway Once the offending code has been removed you can post a warning to the person for future code posts.

On another note. If you use
while coding it will help keep things like this from happening. The game will still run the same and the demo time limit is long enough for testing. You can then put your serial key in when finished coding to do away with the time limit.

kaband
21
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Joined: 22nd May 2003
Location: Chicago
Posted: 3rd Dec 2004 23:05
Quote: "For future reference I wouldn't make a post telling everyone that. Either email the person who posted it (if email addy is given"


Good point. I was just trying to help. Emailing is a better idea.
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 4th Dec 2004 04:26
Yeah too bad we can't edit our own code boxes

Steele
21
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Joined: 25th Oct 2003
Location: Somewhere over the rainbow
Posted: 7th Dec 2004 06:54
NGC confirmed this as a bug. I noticed it too and posted a bug fix when I thought it was a rotation issue at first.

Steele

-- I straddle the line between genius and insanity. Guess which side I am on now? --

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