Thinking outside the cylinder...

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Smoke39

whatever
Jun 2, 2001
1,793
0
0
Having all the parts not in exactly the same place is what would be complicated.
 
Yeah, I thought about that to... That's why I'm asking exactly how the Base thing works. I know that if you use a PHYS_Trailing method they will be in exactly the same place, but I'm not sure about the Base method... If someone who has time could test this out...

[EDIT]
Another thing to keep in mind, in case someone didn't figure it out already, is that if you simply use the SetLocation(...) function every tick to keep the parts in the right place, the collision won't work because the Touch(...) and HitWall(...) functions are only called when the collision cylinder comes in CONTACT with the object, not when it encroaches on it (and almost all of the time, with the SetLocation(...) function, you'll end up encroaching on the wall/actor instead of coming in contact with it).

[EDIT]
Another thing I just thought of... Even if all the parts ARE in the same place, it might still be useful to have several collision cylinders in the same place especially for something like the player. Here is an image to illustrate this.
multicylinder.jpg

A script could be used to ignore any collision with the head cylinder in the lower half and the leg cylinder in the upper half... Of course, this wouldn't help much if you want to make nice collision for something more complex such as a vehicle.

Eater.
 
Last edited:

usaar33

Un1337
Mar 25, 2000
808
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Unknown
www.UsAaR33.com
"base" means that it moves with its base.
If the base moves 3 units right, so will it.
Now I stress you WILL need to write custom code to handle multiple parts collision. or else parts might fall off...
 

Smoke39

whatever
Jun 2, 2001
1,793
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Does that mean the limbs and such would rotate with their base, or just move with it?
 

Papapishu

我是康
Jun 18, 2001
2,043
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void
www.vovoid.com
Yeah, that would be annoying in istagib matches, if your arm got stuck someplace and someone hit it... :D

One problem is that if you want it to move with the body, you gotta find out somehow, how the mesh is standing.
Take running for example
The legs move back and forth, and seeing from the side, you could shoot the player between the legs when they're apart, if the cylinder isn't moving like the legs...
But that might be a bit picky...
But the very best should be if then engine could cope with realtime polygon-hits on the mesh...
Although it might prove to be bad, since many ppl might cheat by using a smaller mesh, like the female...
I thought that's how it worked before I knew the topic "collision cylinder"... :eek: