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AlexI
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Posted: 6th Mar 2005 03:20
i have some stairs made out boxes in a moddeling proggram there all the same hight. and its in third person the game. so all i want to it do if you walk up to stairs you move up to the new hight . any ideas. thanks advanced
Dom
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Posted: 6th Mar 2005 03:28
Use an Ivisible ramp over the stairs and put collision on it?


Thanks to Animeblood for the Logo!
AlexI
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Posted: 8th Mar 2005 02:29
how do u make the collision
AlexI
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Posted: 10th Mar 2005 01:01
IS ANY ONE GONNA HELP
please
Dom
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Posted: 10th Mar 2005 01:24
SET OBJECT COLLSION ON obj
SET OBJECT COLLISION TO POLYGONS

Surely you can find out the rest.


Thanks to Animeblood for the Logo!
AlexI
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Posted: 10th Mar 2005 01:26
why to polygons
AlexI
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Posted: 10th Mar 2005 01:27
so how do i make so that you can go down the stairs not hovering above at the top hight of the stairs rembering thats a ramp
AlexI
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Posted: 10th Mar 2005 02:10
SABERDUDE can you please help me please
BearCDPOLD
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Posted: 10th Mar 2005 09:49
Begging gets you nowhere dude.

There probably is a way to get the characters to step on stairs accurate, but it'd be a huge pain in the butt, especially for someone new as yourself, I don't think I even know how to properly do it.

The idea of using the ramp is that you place it as close to the steps as possible, they might stick up a little, but try not to do it too much, also make them steps small and have many, it looks better. If you use giant steps you'll have to jump up to each individual step to keep it from looking goofy.

Crazy Donut Productions
Current Project: A Redneck game
AlexI
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Posted: 10th Mar 2005 16:24 Edited at: 10th Mar 2005 16:25
well i have proggrammed alot the only thing i dont have in my game is enemys and collsision. i just want to know A little bit more how do it. collision is the hardest thing in a game. thats true i hav kind of done enmeys with help of dehoncha he helped me make my gaurd go in square. i have just about done everything accept the collision as the steps lead up toanorthyer area i cant continue proggramming. PLEASE HELP i begging any help with the stairs or collision. all i know is to make a ramp what next
AlexI
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Posted: 11th Mar 2005 03:58
ok i have started coding it without a ramp can any one tell me wht my codes not working

heres some information
1 - player
2 - level
4 - dummy object

please can any one help

blanky
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Posted: 12th Mar 2005 01:55
That code isn't in context.

It doesn't MEAN anything.

What's object 1?
What's object 2, 3, and 4?

Why are you positioning object 1 at it's own X, it's own Z but object 4(whatever that is)'s Y axis?

Mr Blanky - This Time, It's Personal
nemo85
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Posted: 12th Mar 2005 01:56
OK so i'm a noob too, i was jus wondering (ooh carefull!) how would you go about making the invisible ramp?

Would you just create a flat box and set it to a certain angle?

and

How do you make it invisible, does it have some sorta alpha value?

Thought i'd ask here as it seemed quite relevant.
AlexI
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Posted: 12th Mar 2005 02:28
hmmmmmmm
i think i should do a ramp

i will model one round the stirs its so much easier than proggramming one. then proggram it to like +2 to y if objectcollision or something like that
Medusa
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Posted: 14th Mar 2005 05:56
How do I make ramps, stairs?
How do I set the collision?
How do I etc. etc.
Jopies (now called Joep) collision code creates a bsp type engine that detects every object you put in, including ramps or stairs.
Look for the code on the forum, it's definitely there.
The problem with such a large forum is requests are duplicated with different people asking the same questions so if it looks like people are ignoring you they're not.
They are really waiting for you to work out the best course of action for yourself.
The fact that you are asking about collision when so much information exists already suggests you have not looked at the existing posts.
Browsing the posts should get you most information without new posts.
We all understand the frustration.

mpc
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Posted: 14th Mar 2005 06:10
Guyz, Guyz, Ive always found it a great idea to sit at my computer and try and code it with the code list in front of me.


Everytime you ask yourself 'How Do I..' try and think of possible ways to do it, then come back with a possible code.

Lol also be more patience on the forum, jeez people are trying to code

Now shhhh.....
(hehe)

-
DarkBasic is the original and the best
DarkBasic Pro is for the new generation people
Los
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Posted: 15th Mar 2005 21:42 Edited at: 15th Mar 2005 21:58
Hi !hi! I took time to go over some stairs stuff. It's something I've been wondering about aswell lately. Nothings too complicated about it. I havn't added any collision to this, but what it does do is recognise that you've

1. Come from off the ground to the first step
2. Are on the steps and can move up and down
3. Have come off the top of the steps to the ground

IT also however makes you stay at the 2nd or 3rd level if you walk sideways off. I was going to only make it walk left and right but I left in the rotation of the player.

Keys are arrow keys to move. You will want to press UP to go forward up the stairs, not LEFT KEY like you could expect

Have fun with the code... it's not the only way, but it works.



as a side note, don't let the top part of them program confuse you. It was made by me afew weeks ago and it's some kind of basic world I have. The file is saved and I can try new stuff out. The TRIGGER DIM arrays is just storing data on the Z position of the blocks. Don't worry about that, just look at the DO LOOP and GOSUBS. I hope I have put in enough REMinders for you . This also of course means I can use stairs in my levels aswell Cheers for the chance to code it in.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 16th Mar 2005 02:15
THANKS that code is really good. Be able to get the stairs up and running hopefully
AlexI
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Posted: 16th Mar 2005 02:30
hey @ los is there any way i could use that code but all the stairs well boxes are as 1 object.

my level has staris the whole level including stairs is one 3ds file i can seprate it but theght takes alot of time.
AlexI
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Posted: 16th Mar 2005 03:40
ok it keeps go really wrong my objects are too big and .................................. so its ****

can any one do it for me please i am not being lazy i pent a good 40 min on this and im gettinh no where. to many sizes.

ill put it all in a zip fie.
you will just have to change the location of the 3d files so there not in skyscra/....
Los
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Posted: 16th Mar 2005 07:05 Edited at: 16th Mar 2005 07:09
I don't know how you would go about that. I stick with single boxes. The only way for now I can hope would work.. is to set the stairs to detect POLYS, then when your player moves forwards and it detects a collision ON OBJECT STAIRS.. it will move the player up the step height plus a little bit more so it doesn't collide with the surface of the step. You could always make a small array that stores in the step height, meaning you can have smaller steps, bigger steps and you model will take the height value it needs to increase by from a array you made.

Another way to make it appear the object is moving up the steps, is to position a single box at the bottom and at the top of the steps. Then when it has hit the top box, it says AFTER SO MANY UNITS MOVED ACROSS, MOVE OBJECT DOWN <step value>. Until it reaches the bottom. You could have it figure out which way your object is facing.. and if it faces back towards the top... make it move UP instead.

I don't think I can help anymore until I've tried this myself. Try the collision detection method I suggested above.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
Big Shot
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Posted: 17th Mar 2005 04:02
How can I make a command which says 'if object collision(1,2) then position object x#,y#+??,z#' as I am only able to use this once in my main loop and I can't find a solution outside of it!

life is a risk... take it.
AlexI
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Posted: 17th Mar 2005 14:59
are you using darkbasic classic or proffesional. me use dbc but getting dbp soon . any way in dbp there is like intesect object command or something
Los
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Posted: 17th Mar 2005 16:27
BIgshot, position object needs a different value to rise and lower the object. If you say Y is 10 in the loop it will always hover about at 10.. not move up 10 each loop. In your loop you've got to increase the Y value by adding to it. If you added each loop it would shoot upwards off the screen too quickly. If you wanted to raise it when you hit a marker, when that mark is hit you need to increase the Y value once and no more. Don't let it increase every loop or it will fly up like I said. Take this example.


y=0
do
if upkey()=1 then inc Y,1
loop

When you press the uparrow key it will not increase slowly. After pressing the key down, because of the time you take to release your finger it's increased by 30 already. So you need this

y=0
do
if upkey()=1
repeat
until scancode()=0
inc Y,1
endif
loop

This way when you press your finger down on UPKEY, it waits until you have released your finger to increase Y variable. When the loop comes the round second time in 1/10 of a second, the IF statement for UPKEY will equal false, until you press your finger on it again.

I hope I've made it clear.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
Mobiius
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Posted: 18th Mar 2005 02:44
theres a bunch of code in the codebase for sliding collision on an X Object. Use that. it'll handle your stairs.

Or use object intersect.

1800+ XP - GeforceFX 5600 - 256MbDDR - 60Gb Hdd - XP Pro (SP2)
AlexI
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Posted: 18th Mar 2005 03:11
using darkbasic classic dont think theres an intersect object command
Baggers
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Posted: 18th Mar 2005 08:09
There is if you get Sparky's collision Dll, but i think you need the expansion pack for that..for more info look here:
http://forum.thegamecreators.com/?m=forum_view&t=31051&b=5
AlexI
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Posted: 18th Mar 2005 16:12 Edited at: 18th Mar 2005 16:13
have not got the enhancment pack thow im saving up for dbp
blanky
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Posted: 19th Mar 2005 01:38
@Coolest Dealz: 'Code list'? Wtf?

Mr Blanky - This Time, It's Personal
AlexI
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Posted: 19th Mar 2005 02:36
im planning on buying DBP thow at the moment i hav £0 but would bsp do the stairs as it has automatic collision??
Los
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Posted: 19th Mar 2005 03:22 Edited at: 19th Mar 2005 03:27
I know you are tring to get PRo but I'm still trying out this stuff for Classic.

I made some simple stairs in Milkshape, less polys the better.
scaled it..
got it at ground level (needs some work either in milkshape or DB)
then,
SET OBJECT COLLISION TO POLYGONS 30
then,


called once each loop.It had major slow downs when I increased Y by 0.1 as in my other program (the one above) Y always starts at 0. I can't see why but it does. When you hit the steps (you can see how it works by making it increase by 0.1 and putting a sync in the repeat until loop.) it raises you to the appropriate level of the step until you hit another step, the nit raises you FROM THE FLOOR! OMG! I'm not going into super detailed code that keeps your height. I don't want the necessary stress.

Adios Amigos!

http://mysite.wanadoo-members.co.uk/kbarnard/stair.zip

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 19th Mar 2005 05:30
dose that code actually code sometimed DB collision command dose not work
AlexI
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Posted: 19th Mar 2005 05:44
nooooooo i keepon appearing on the roof of my level. its working to well
Los
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Posted: 19th Mar 2005 16:55
ok whats your roof object number... and where does your player object start. You need to go through your code. I really know how hard programming is and the longer your code is, the more you need to understand whats going on. Even removing every other part and just using the code to load up the roof and the floor, and your player... that is something to do. It's hard finding which pieces you need. Then with this simpler file.. you can make your player start on the ground and stay there.

Did you eventually use my pieces of code? I wouldn't be able to look through yours and see whats wrong most probably because I'm not that good enough. You could post bits... but as I said.. the right bits are hard to find. Especially if you are lost in your code. Don't get lost and keep it all under your chin... cus the moment you loose that control... you feel really bad.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 19th Mar 2005 17:00
yes.

by the way my whole level is 1 3ds file. i can cut it down as i made it
Los
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Posted: 19th Mar 2005 17:21
well if your dude is checking each place it could run into something that would take considerable time up. I remember someone making a pacman game that used a whole maze as a collision zone. It was slow. After finding out that he should separate walls into the zone he was in, then just check 3 or 4 walls, it sped everything up. It depends how slow your game is.

perhaps it goes to the roof because it thinks the roof is the ground. You really need to make it know that the floor is where it is suppose to be!

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 19th Mar 2005 17:40
well it would be loads easyier to wait for me buy DBP
AlexI
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Posted: 19th Mar 2005 17:48
how would i do the stairs with bsp collision on
Los
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Posted: 19th Mar 2005 18:02
I can't say. You'll have to wait. Search the forums dude. BSP and collision. search it. in newcomers, DBP chat, 3D chat etc.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 19th Mar 2005 18:48 Edited at: 19th Mar 2005 18:49
thanks los you have been relly helpfull good to see some people like that

ill add you to my msn
Baggers
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Posted: 19th Mar 2005 21:20 Edited at: 19th Mar 2005 22:18
<Misspost>
Baggers
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Posted: 19th Mar 2005 21:23
!hi! even on DBP you arnt going to havnt inbuilt decent collsion, you will have to make use of dll's and even the one i showed you still requires you code your own stair rotuines.
Just dont expect to load your game in DBP and get stairs and collison in under half an hour.
Good Luck though
AlexI
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Posted: 19th Mar 2005 21:56
but the whole level will have collision??? and also i added a lift for now
Baggers
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Posted: 19th Mar 2005 22:19
The built in collision for DBPro is not much different from the one in DBC, you have to use the dll's as tools to uild your collision
AlexI
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Posted: 20th Mar 2005 02:34
dose dbp have the object collision caommand

example
if object Collision(600, 1) then lift =1
AlexI
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Posted: 20th Mar 2005 02:35
oh yea and im gonna convert the levles to bsp for collision
Baggers
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Posted: 20th Mar 2005 06:08
Quote: "if object Collision(600, 1) then lift =1"

Yes it has the command, but so does DBC
AlexI
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Posted: 21st Mar 2005 03:45
i no, i used this command about 100 times in program i planning to convert well maybve not a hundred's but a lot
Los
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Posted: 21st Mar 2005 07:26
why do not you use instead another way? Take a look at this post and tell me if you find it ok to understand.

http://forum.thegamecreators.com/?m=forum_view&t=16938&b=10

I do not like the idea that people need to check for object positions when you should have a array that holds the numerical value for that particular object. using in built commands I've heard can slow the program down also. I know using plenty of ifs in a loop can slow it down an awful lot.

p.s. Don't lose sight of your game. I do NOT want you spending days getting confused over this idea. KISS, Keep it simple stupid.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
AlexI
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Posted: 22nd Mar 2005 02:36
ha ok looking at the thread in abou 5 seconds

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