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Terrain
http://45.55.195.193/viewtopic.php?f=1&t=14983
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Author:  Mind [ Tue May 26, 2009 8:15 pm ]
Post subject:  Terrain

Okay, i know this has probably been covered before, but is there a way to make, say a TDExplosive, that goes through terrain (literally, not because of mass and sharpness) but not through anything else?

Thanks

Author:  Lizardheim [ Tue May 26, 2009 9:11 pm ]
Post subject:  Re: Terrain

HitsMOs = 0?

Author:  Mind [ Tue May 26, 2009 9:13 pm ]
Post subject:  Re: Terrain

Lizard wrote:
HitsMOs = 0?


Pretty sure thats not it.

Author:  MaximDude [ Tue May 26, 2009 9:14 pm ]
Post subject:  Re: Terrain

Lizard wrote:
HitsMOs = 0?


The terrain is not an MO.
I'm not sure there is a way...
Maybe with lua?

Author:  Ultric [ Tue May 26, 2009 11:36 pm ]
Post subject:  Re: Terrain

Try checking out Zalo's Ghost Clone or whatever it's called. It still goes through terrain, but it only leaves a really small line.

Author:  Mind [ Wed May 27, 2009 12:21 am ]
Post subject:  Re: Terrain

Ultric wrote:
Try checking out Zalo's Ghost Clone or whatever it's called. It still goes through terrain, but it only leaves a really small line.

Link? :) If not, ill go looking for it myself.

Author:  Miles_T3hR4t [ Wed May 27, 2009 12:28 am ]
Post subject:  Re: Terrain

The Mind wrote:
Okay, i know this has probably been covered before, but is there a way to make, say a TDExplosive, that goes through terrain (literally, not because of mass and sharpness) but not through anything else?

Thanks


It has to do with atomgroup, deepgroup, and resolution.

Atomgroup is what its made of
Deepgroup is what it is to the terrain
and resolution is how far apart the calculations for collisions with terrain are. Try setting a resolution to 1/2+1 the sprites width at the widest part. It counts the resolution from the edge of the sprite, pixel by pixel. so if its 50 pixels wide, resolution 25 would be only the centermost pixel, and 26 would mean 1 pixel past the center, IE it doesn't affect terrain. its tricky to get right.

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