Game Development Community

Looking for RTS collision resources for triggers

by GregM · in RTS Starter Kit · 10/11/2005 (12:47 am) · 5 replies

I'm working on Surrender Yer Booty with Todd Pickens. (see Todd's plan here)
Our design plan requires trigger areas that activate special features when the ships enter them. Unfortunately trigger areas detect based on collision and the RTS-SK has no collision support see this thread.

I'm considering either migrating full player style collision to the RTSunit or going with a simpler model based on Matt Fairfax's Collision Tutorial, but before I dive in I figured I should check with the community and see if anyone has already solved this problem and can share their solution.

Thanks,
Cholly
www.surrenderyerbooty.com

#1
02/15/2006 (7:40 pm)
Just wondering if you solved this problem I'm having trouble.
#2
02/25/2006 (9:32 pm)
Sorry Treb, I haven't worked on it at all. I just skipped over it to work on other issues and figured I'd get back to it later. I have looked around a bit and it seems like its not that hard to get collision in. There are several threads on the subject, some of which add at least partial collsion back in.
#3
03/30/2007 (10:10 pm)
@Cholly

Have you finished collsion in the RTS SK?

If so, can you provide full source code, it would be a great add-on to my game!
#4
03/30/2007 (10:47 pm)
Gurpreet,
There is an easy way to get basic collision back into the RTS. It doesn't support triggers because of the way the RTS kit handles moves but it does do terrain, dif and bounding box type collisions just fine.

/me goes searching for links...

Aha! here is what you want: www.garagegames.com/mg/forums/result.thread.php?qt=34401

Give that a try.
#5
04/01/2007 (4:56 pm)
@Cholly

Hey, thanks for the link

however, what file should I be replacing the code?

I did a search and could not find "profile_start" anywhere in any of the files within the RTS SDK