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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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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.
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Mon May 18, 2009 9:15 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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..
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Mon May 18, 2009 9:19 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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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...
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Mon May 18, 2009 9:50 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Actors and atom groups
spriteoffset. so basically, if you have your spriteoffset set up correctly, the center of the sprite.
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Tue May 19, 2009 4:56 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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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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Tue May 19, 2009 5:01 am |
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