Brave Tree Tank Pack: Collision Stuck Problem
by Tim Dix (Raverix) · in Torque Game Engine · 11/17/2006 (10:00 am) · 2 replies
Hello, I'm having a slight problem with the tank pack . . . It seems to get stuck driving on even the simplest of interiors if the angle of the interior face doesn't match very closely to the tank's orientation. Also, it has the habbit of getting an edge stuck in the interior, And basically looks like the tank is sticking out of the interior like a flag, has anyone else seen this? Have a fix? Suggestion on how to fix? Any help or suggestions would be greatly appreciated.
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#2
The 'problem' seems to be that when using ClippedPolyList, it does not extrude faces opposite of the direction of travel, like ExtrudedPolyList does. I'm not sure it makes sense when I explain it (figures, too advanced english for me) so hopefully someone else will.
Anyway. If you get stuck, intercept the collisions in updateMove () and either give a little boost (in Joseph R's case) or make it bounce a little bit (in Tim's case).
With that said, I love how the tank collisions work compared to ExtrudedPolyList (player shapes, items.. etc) because when there are a fair amount of collisions it won't fail or go trough a collision hull like ExtrudedPolyList can do, due to its nature.
Edit: However, ClippedPolyList does not fit all scenarios and simpler collisions are better geared towards ExtrudedPolyList.
11/19/2006 (6:37 am)
I have modified the tank collisions a great deal for our tanks and our flying vehicles.The 'problem' seems to be that when using ClippedPolyList, it does not extrude faces opposite of the direction of travel, like ExtrudedPolyList does. I'm not sure it makes sense when I explain it (figures, too advanced english for me) so hopefully someone else will.
Anyway. If you get stuck, intercept the collisions in updateMove () and either give a little boost (in Joseph R's case) or make it bounce a little bit (in Tim's case).
With that said, I love how the tank collisions work compared to ExtrudedPolyList (player shapes, items.. etc) because when there are a fair amount of collisions it won't fail or go trough a collision hull like ExtrudedPolyList can do, due to its nature.
Edit: However, ClippedPolyList does not fit all scenarios and simpler collisions are better geared towards ExtrudedPolyList.
Torque Owner kcpdad
60 Tons
For example the tanks stop dead on almost any collision. Not necessarily stuck because most of the time you can back or wiggle out.
E.g. I want my tanks to climb ramps and unless they hit the ramp just right they stop dead. Stopped by ramp Different view
This behavior could be considered more realistic but for my gameplay it's a problem. Unfortunately I don't have a solution yet. I'm going to play around with the onCollision callback to generate a force to gently push the tank in the direction I think it should go in but I have no idea if that will work.