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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Collideable MOSRotating?
Now that the last issue is fixed, here comes the next one. I want to make glass-tunnel Bunker Modules. Walkable, Gibbable. The Gibbing should work fine, but somehow Actors pass through like air >: Can I make MOSRotating Collideable by Actors? If yes, how? If not, what else can I do?
(I'm not very familiar with the rules here, so I posted a new topic instead of editing the old one, if thats okay...)
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Sat Jun 05, 2010 4:26 pm |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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Re: Collideable MOSRotating?
Change GetHitByMOS to 1?
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Sat Jun 05, 2010 4:52 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Collideable MOSRotating?
Even if you get them to collide, it will be extremely glitchy, causing one or both parties to spontaneously explode and/or accelerate to large speeds.
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Sat Jun 05, 2010 4:54 pm |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
I allready experinced that. Actors get pushed off or fall through. Any idea what I could use?
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Sat Jun 05, 2010 5:02 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Collideable MOSRotating?
What do doors do to make that internal terrain layer? I've been able to safely walk across an enemy door for that reason many a time.
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Sat Jun 05, 2010 5:15 pm |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
You suggest I should make it a door...? It wouldnt have a sensor then, though. And no motor.
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Sat Jun 05, 2010 5:18 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Collideable MOSRotating?
Use doors, you can safely walk on doors.
EDIT: just put the motor inside the door and make it not move at all when someone trips it.
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Sat Jun 05, 2010 5:18 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Collideable MOSRotating?
Doors generate an invisible layer of terrain across their surface. Making it walkable as an MOSRotating is pretty much impossible, but a door might work.
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Sat Jun 05, 2010 5:20 pm |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
Can I have a door that just sits there, doing nothing? A door without motor and sensor?
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Sat Jun 05, 2010 5:34 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Collideable MOSRotating?
It has to have them, or at least the motor, since that's the actual ADoor. (the moving part is just a regular old attachable IIRC) You can hide the 'motor' though, by simply making it have a null sprite.
You might want to have a functional sensor and have the door instantly shift one pixel or something though, since the terrain will be replaced whenever the door opens/closes. This would keep the terrain layer functional and topped off with certainty, since I think the invisible terrain can actually be worn down from collisions that clipped the regular physical aspect of the door. (a regular pinned mass object attachable)
In my experiences, though, I've found that the larger a door is the less easily it can be walked on, eventually reducing to the collisions of a pinned MOSRotating. So maybe there's some limit to the invisible terrain layer. Dunno. That's always stopped me from trying to make these kind of things to walk on.
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Sat Jun 05, 2010 6:02 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Collideable MOSRotating?
The door's sprite is how much terrain it makes, and the material of the door is the material of the terrain it generates. Also, remember that the terrain can be worn down from lots of walking. If you give me a sprite to use, I could make an MOSRotating that creates terrain over it, like doors, but without the motor.
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Sat Jun 05, 2010 7:23 pm |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
Would I be able to create terrain even on the whole image, even if its not completely filled?
Attachments:
File comment: The (horribly looking) Glass...
HorGlasstunnel.bmp [3.12 KiB]
Not downloaded yet
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Sat Jun 05, 2010 9:58 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Collideable MOSRotating?
I had to make the sprite thicker, 'cause it was too skinny for MOPixels to collide with it. Fell free to change anything to your preferences. LordBistian wrote: Would I be able to create terrain even on the whole image, even if its not completely filled? Not the way I'm doing this.
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Sun Jun 06, 2010 1:35 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Collideable MOSRotating?
Due to the way atomgroups are updated you might be able to trick the engine into giving you a full block of material by swapping the attachable frame out after spawning it, but I'm not sure if this applies for doors. If you grab it with the attachable handler you should be able to do door.Frame = door.Frame + 1 (can't remember how to use nextframe), and see if that works (check with ctrl+m). If you want the material to be respawned always you could have a lua script making it activate/deactivate quickly.
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Sun Jun 06, 2010 3:30 am |
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LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
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Re: Collideable MOSRotating?
Thanks Cavecricket, that fixed it :3 Adding to credits <3
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Mon Jun 07, 2010 1:54 pm |
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