Game Development Community

Animated collision....

by Apparatus · in General Discussion · 12/28/2005 (2:15 pm) · 1 replies

So, ok, maybe this is covered somewhere in the huge documentation available on GG, but it is really pushing my patience:

I made this simple platform of wood and had it animated as if it was an elevator (up slowly, idle for a few frames than back to initial position); now, I added a collision mesh to it and exported;

Result one:

1. The collision mesh stays were it was made in my 3d app - at frame 0. It won't move and its natural since it is not parented to the animated model (the platform); cool, next scenario:

Result two:

2. I parented Col-1(the collision) to the platform. Exported flawless, animation plays, the collision mesh follows the platform. I shoot my crosbow and the projectile hits something every time regardless the platform's position; meaning that the collision is moving along with the platform. Now, whatever I do, the player is made of thin air. The platform (and the collision) ignores my player. When I am in fly mode the camera seems to be affected by the interaction between player and collision. And that's all I got

Am I missing anything? Is the player datablock somehow diferent? Ime no coder, beware, I am just an artist.

Any help or hint is highly appreciated. With this issue solved out the Torque gameplay gains huge in terms of, well, game play.

Regards and Happy new Year!

typo edit

#1
12/28/2005 (7:14 pm)
Well torque doesn't support that. i've tried the same experiments. arrows use ray casting to determine collision. Players are checking using their bounding boxes. But the real issue is getting the platform to actually move the player. I've made doors with an animated collision mesh and all works fine.


www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9093


So that functionality you want isn't in torque by default. But there is a resource that will let you basically parent anything.. to anything.