Game Development Community

Sword Collision

by Juan Lemus · in Torque 3D Professional · 12/23/2009 (12:52 pm) · 6 replies

I was wondering what characteristic does my sword has to have in order to collide like a projectile, and what characteristic does my sword has to have in order to act like a collideable Item?

#1
12/24/2009 (2:28 pm)
depends on your implementation. Are you creating a melee system that generates an invisible particle or one that sets damage on a collision with a ray? The current implementation I have working draws a ray between two nodes and when that ray collides with the player damage is done.
#2
12/30/2009 (5:42 pm)
Exactly! I’m using a collision with a ray, specifically set damage with a ContainerRayCast but only with a RadioSearch can find some types of mask, but the original question is how I can call the onCollision method for a sword? Because I can stop with a debug break point at the onFire sword method but don’t in the onCollision method. Or I can search in the onFire method for a near mask or element?
#3
12/30/2009 (7:57 pm)
@Juan, have you looked at the last post I made in the hitbox resource?
I wrote there the code I used to do this.
#4
01/04/2010 (12:17 pm)
@Davide Yes, and thank you for the code.
#5
03/22/2010 (12:03 pm)
Hi,

I'd like to implement a medieval melee system in witch there are 2 sword that can collide.

I have 2 question:

1) is there something already developed for T3D ???
2) how can I modify the weapon mount point in my character ??? (I have the royal knight character from DEXSOFT).

#6
03/20/2014 (3:47 am)
i have just the same question