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 Making actors collide with other actors (Landmine Mod) 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Making actors collide with other actors (Landmine Mod)
Soo... how big are the mines right now then?

If you say that TDE's work good then im gonna need some tweaking on my firemine dropper...


Wed Oct 03, 2007 2:00 pm
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Joined: Fri Jan 26, 2007 8:27 pm
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Location: England
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Post Re: Making actors collide with other actors (Landmine Mod)
Well I must admit that I cheated a bit... the mines are quite small (too small it seems otherwise) but I made them deploy a trip sensor vertically when they activate which means they are tall enough to be triggered. It doesn't look so good, but plenty of real-world mines use the same system.

The problem, I discovered, is nothing to do with impulselimits or pinstrengths or even object types at all. The problem, it seems, is that an actors legs are set to not collide with MOs! It doesn't matter what you do to the mine, it won't and can't get triggered by an actor's limbs.

The solution, it seems, it to make the mine tall enough that the actor's body will hit it, as this does collide. Now this doesn't have to be that high, the new mine sprite is only 11 pixels tall including the trip stalk, but this is enough to get it hit by clones, robots and skellies reliably.

Here's an enlargement of the sprite so you know what I'm talking about:


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Wed Oct 03, 2007 5:26 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Making actors collide with other actors (Landmine Mod)
Entropy wrote:
Well I must admit that I cheated a bit... the mines are quite small (too small it seems otherwise) but I made them deploy a trip sensor vertically when they activate which means they are tall enough to be triggered. It doesn't look so good, but plenty of real-world mines use the same system.

The problem, I discovered, is nothing to do with impulselimits or pinstrengths or even object types at all. The problem, it seems, is that an actors legs are set to not collide with MOs! It doesn't matter what you do to the mine, it won't and can't get triggered by an actor's limbs.

The solution, it seems, it to make the mine tall enough that the actor's body will hit it, as this does collide. Now this doesn't have to be that high, the new mine sprite is only 11 pixels tall including the trip stalk, but this is enough to get it hit by clones, robots and skellies reliably.

Here's an enlargement of the sprite so you know what I'm talking about:



Well... Giant clone might be able to skip over those.

And also, ive had active LTM1A's hanging in midair with the original 1 pixel fat trip lasers. Then there was a whole ****ing legion of skellies, robots, and clones that phased through.

So they gotta be rather fat too.


Wed Oct 03, 2007 5:57 pm
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