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Deepgroups unreliable with short lifetime
http://45.55.195.193/viewtopic.php?f=1&t=13402
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Author:  Geti [ Fri Jan 09, 2009 2:37 pm ]
Post subject:  Deepgroups unreliable with short lifetime

why?
this is really annoying, it works half the time and half not.
i need it for a scenery/structures package im working on, and its infuriating.
if its a temporary build issue, i suppose thats okay, but rawr. the particle has a lifetime of 20, by the way. it rendered on all of them, but the deepgroup only kicked in on one (see screenshot)
all are the same object, all placed in bunker builder.
any hints would be good. do i just need a longer lifetime or what?

Author:  Geti [ Mon Jan 12, 2009 11:33 am ]
Post subject:  Re: Deepgroups unreliable with short lifetime

ohkay, more issues. it appears deepgroups only work when the objects deepgroup intersects the ground, which is fine and all, but this isnt
Attachment:
ScreenDump003.png

be great if someone knew a way to make this more reliable. i suppose i can post the code if you need. it works about 80-90% of the time now, but when it ♥♥♥♥ up i have a lump of test material on the screen, and you can imagine why that is unacceptable.

Author:  Grif [ Tue Jan 13, 2009 12:43 am ]
Post subject:  Re: Deepgroups unreliable with short lifetime

I thought deepgroups were only supposed to collide with terrain?

Author:  Geti [ Tue Jan 13, 2009 12:55 am ]
Post subject:  Re: Deepgroups unreliable with short lifetime

they are and do, and when they do they subtract the sprite's sprites silhouette from the terrain. this is the basis for the platforms in my structures pack, it allows actors to walk on them without gibbing horribly, and when they are destroyed the MOSR wipes the block of test material off the map. but for some reason its unreliable ><

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