Player Bot question
by Norm35 · in Torque Game Engine · 02/14/2006 (9:51 am) · 1 replies
I am using player bots.
I am using a steer/cow as a model (it is longer than it is wide).
I have added a boundingBox value to the bot dataBlock.
I made it approximately the same size as the model.
In the course of the game, the player bot must pass through a gateway.
It was having a problem in doing this, when not moving normal to the gateway.
I hit F11 so the bounding box would show while the bot was trying to go through the gateway.
I was surprised to see that the shape of the the boundingBox was changing,
depending on the direction in which the bot was facing.
In this case, it had become wider than the gateway.
It appears that the boundingBox x and y axes are oriented to the world axes and not the axes of the model.
I am having trouble finding information on managing collisions when using a player bot.
Can anyone suggest a source of information on how to code collision management of a player bot?
Thanks,
I am using a steer/cow as a model (it is longer than it is wide).
I have added a boundingBox value to the bot dataBlock.
I made it approximately the same size as the model.
In the course of the game, the player bot must pass through a gateway.
It was having a problem in doing this, when not moving normal to the gateway.
I hit F11 so the bounding box would show while the bot was trying to go through the gateway.
I was surprised to see that the shape of the the boundingBox was changing,
depending on the direction in which the bot was facing.
In this case, it had become wider than the gateway.
It appears that the boundingBox x and y axes are oriented to the world axes and not the axes of the model.
I am having trouble finding information on managing collisions when using a player bot.
Can anyone suggest a source of information on how to code collision management of a player bot?
Thanks,
Torque Owner Chris Labombard
Premium Preferred
I had an idea for you but you were no longer online... or not responding.
You could export the cow with a mount node. make the bounding box small, and instead mount a collision volume to it. Just set up your coll mesh on the cow then delete all the cow stuff and just export the collmesh with a mounting node, whatever you need to call it to be a mountable node...
Then mount the coll mesh to the cow's mount0 node or whatever you want to call it.
I don't know if this will work. It should work. You can just try it and see :)