I don't know what that would be in Dutch . But I'll take the study in which Maths and Physics are the most important subjects
Originally posted by Eater1
It's because the math program in American schools is slower than most European schools.
Eater.
Originally posted by Eater1
Well, the other way to test collision is with the allactors(...) or radiusactors(...) arguement and some nice math with the collision cylinders, but I really don't know how the native Unreal code tests for collision with world geometry. If it works for you, have fun, but you're going to have those collision bugs.
Eater.
Originally posted by Eater1
...thats why I said "but I really don't know how the native Unreal code tests for collision with world geometry" - because the allactors thing doesn't return walls.
About that trace thing, could you enlighten us how to do a trace with an extent, and how exactly that works?
Eater.
uhh OKOriginally posted by Sonja
UnrealEd -> RightMouseClick on window top bar thingie -> Actors -> Radii View
Originally posted by Eater1
That's pretty cool... I'll have to play around with that a bit, I'm sure I could find a good use for that. But if it's that simple, then why is the collision detection for the PlayerPawn so screwed up (anyone who's ever worked with PlayerPawns will know that the HitWall(...) function is called rather... selectively...)?
Eater.