How to send physics to some objects but not others
by Cosmic Logic · in Torque Game Builder · 03/30/2009 (11:59 pm) · 2 replies
I want to send a physics collision to some objects but not others.
I tried disabling certain collision layers, but I still need to process collisions with that type of object, I just don't want them to bounce off of them(which is the collision setting I'm using).
Ex:
Object X needs to collide normally and physically with object Y, it also needs to collide normally with object Z, but X cannot physically collide with Z. X needs to pass over top of Z
Can this be done in TGB/script or is this a change at source code level?
I tried disabling certain collision layers, but I still need to process collisions with that type of object, I just don't want them to bounce off of them(which is the collision setting I'm using).
Ex:
Object X needs to collide normally and physically with object Y, it also needs to collide normally with object Z, but X cannot physically collide with Z. X needs to pass over top of Z
Can this be done in TGB/script or is this a change at source code level?
#2
In the mean time I found a work around. The implementation is a lacrosse player throwing a ball.
If the target is on the other side of him the ball bounces while going over him. I just made a series of link points around him, determined the direction of the target and mounted the ball on the appropriate link point then passed :P
Thanks for the help though, your way is definately more efficient :)
04/03/2009 (9:33 pm)
That sounds great. I'll give it a try.In the mean time I found a work around. The implementation is a lacrosse player throwing a ball.
If the target is on the other side of him the ball bounces while going over him. I just made a series of link points around him, determined the direction of the target and mounted the ball on the appropriate link point then passed :P
Thanks for the help though, your way is definately more efficient :)
Torque Owner Nic Biondi
Default Studio Name
If the triggers don't work, your next option might be to keep a log of the physics of whatever object(s) you want to NOT bounce off, and then after the collision, set it up to reset the physics back to the way it was an instant before.. then you would get a seamless non-bouncy effect to the collision.. go with the triggers first though.
-nic