News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Unreal Development > Coding

Reply
 
Thread Tools Display Modes
Old 30th Oct 2001, 01:38 PM   #1
Fuzzpilz
klkk
 
Join Date: Jun. 28th, 2000
Location: :noitacoL
Posts: 984
Collision

I'm writing a little something (I don't want to make a joke of myself by mentioning what it actually is and then failing to complete it) and I need to check whether it's currently on top of something else, especially the world geometry. Checking whether Base is None didn't work; neither did tracing downwards a little bit further than the CollisionHeight, the latter logically because the thing could be standing on top of something with only part of its cylinder, but not its center. Can anybody help?
Fuzzpilz is offline   Reply With Quote
Old 30th Oct 2001, 03:46 PM   #2
EasyRaider
Crazy coder
 
EasyRaider's Avatar
 
Join Date: Sep. 21st, 2001
Location: Norway
Posts: 74
It would be easier if I knew what you're trying to do. Is this some object that will bounce around and you need to check if it has landed?

You could try a trace with an extent close to CollisionRadius or something. It wouldn't be completely accurate, but it should work. (I'm not sure, but extent is a vector, so I think it would be like checking collision with a box instead of a cylinder.)
__________________
Aim for the horizon
but watch your step
EasyRaider is offline   Reply With Quote
Old 30th Oct 2001, 06:13 PM   #3
Fuzzpilz
klkk
 
Join Date: Jun. 28th, 2000
Location: :noitacoL
Posts: 984
It's something that needs to move, keeping to the ground, but for some reason PHYS_Walking doesn't work (perhaps it has to be a pawn for that, but for reasons I don't want to explain yet I don't want it to be a pawn), so I have to switch between PHYS_Projectile and PHYS_Falling. It appears to be impossible to set velocities in anything except PHYS_Projectile.
Fuzzpilz is offline   Reply With Quote
Old 30th Oct 2001, 06:28 PM   #4
EasyRaider
Crazy coder
 
EasyRaider's Avatar
 
Join Date: Sep. 21st, 2001
Location: Norway
Posts: 74
So you use PHYS_Projectile when it's on the ground and PHYS_Falling when it's not? Have you investigated Landed() and BaseChange() functions? I am most likely overlooking something, but I can't quite see your problem. Anyway, try tracing with an extent, if you haven't already.
__________________
Aim for the horizon
but watch your step
EasyRaider is offline   Reply With Quote
Old 30th Oct 2001, 06:41 PM   #5
Fuzzpilz
klkk
 
Join Date: Jun. 28th, 2000
Location: :noitacoL
Posts: 984
Yes, I've tried Landed and BaseChange. I'm not quite sure when BaseChange is called, though. Anyway, Base appears to be None when the object is resting on world geometry.
Fuzzpilz is offline   Reply With Quote
Old 31st Oct 2001, 04:00 AM   #6
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,783
Basechange() is called by SetBase(Actor) and Landed() is called when Physics is changed from PHYS_Falling to PHYS_None (I think). So you should try checking for PHYS_None or use HitWall() and Touch().
Wormbo is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:05 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer