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Actors and atom groups http://45.55.195.193/viewtopic.php?f=1&t=14759 |
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Author: | Darlos9D [ Mon May 18, 2009 9:15 pm ] |
Post subject: | Actors and atom groups |
Can you set actor parts (torso, head, limbs, attachments) to have their own atom groups? Or is AutoGenerate = 1 forced? Because it seems like it refuses to not use the sprites as the atom group even if I have AutoGenerate = 0 and define my own atom group. |
Author: | Geti [ Mon May 18, 2009 9:19 pm ] |
Post subject: | Re: Actors and atom groups |
MOPixels dont collide with atomgroups, they collide with the sprite itself. so unless youre planning on doing stuff with collisions between actors or the terrain, you're out of luck.. |
Author: | Darlos9D [ Mon May 18, 2009 9:50 pm ] |
Post subject: | Re: Actors and atom groups |
Actually, it's the terrain I'm trying to deal with. I guess I just didn't make the group big enough. EDIT: Seems to be the case. New question though: If atom groups have a JointOffset, where in the atom group is that offset centered? I have no clue where I need to be positioning this thing in respect to the actual bodypart... |
Author: | Geti [ Tue May 19, 2009 4:56 am ] |
Post subject: | Re: Actors and atom groups |
spriteoffset. so basically, if you have your spriteoffset set up correctly, the center of the sprite. |
Author: | No_0ne [ Tue May 19, 2009 5:01 am ] |
Post subject: | Re: Actors and atom groups |
Darlos9D wrote: Actually, it's the terrain I'm trying to deal with. I guess I just didn't make the group big enough. EDIT: Seems to be the case. New question though: If atom groups have a JointOffset, where in the atom group is that offset centered? I have no clue where I need to be positioning this thing in respect to the actual bodypart... Basically from the 0,0 point for your atomgroups, which will generally be at the spritesoffset point. |
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