bug? not getting any player or ai projectile collision
by deepscratch · in Torque 3D Professional · 05/23/2009 (6:23 am) · 10 replies
If I add ai players, they run around and shoot at me, but there is no projectile collision at all.
If I shoot back, same thing, projectiles pass straight through.
they, and me, are only affected by radiusDamage.
is this a bug?
If I shoot back, same thing, projectiles pass straight through.
they, and me, are only affected by radiusDamage.
is this a bug?
About the author
email me at medan121@gmail.com
Recent Threads
#2
05/23/2009 (6:46 am)
I'm using the FPS kit
#3
05/23/2009 (7:33 am)
I have a test level setup and using nothing but the pistol or the rifle I can kill bots all day long. Neither of those weapons have radius damage and do direct damage only.
#5
Are you by any chance using custom weapons/players and individual "projectile name" namespace methods for handling projectile collisions & damage (the old way), or are you using stock weapons/players and the "generic" Projectile namespace functions (new) defined in radiusDamage.cs?
EDIT: damn! Thought I had managed to get a leg shot in there too.
05/23/2009 (9:36 am)
Here's a screenshot of my console while chasing a bot, notice the purple? DAMAGE LOCATION text. That was done with the SteamPistol which only does direct damage. I can also kill the bots (and they can kill me) with the RamRifle which does both direct and explosive(radius) damage.Are you by any chance using custom weapons/players and individual "projectile name" namespace methods for handling projectile collisions & damage (the old way), or are you using stock weapons/players and the "generic" Projectile namespace functions (new) defined in radiusDamage.cs?
EDIT: damn! Thought I had managed to get a leg shot in there too.
#6
well, Im using the original weapons and scripts, and if I shoot at a lower angle,
I get the same purple lines,
all pointing to the backs,
like yours,
that is radiusDamage, not projectile collision.
the projectiles go straight through the players.
I tried with the supplied character models, same thing.
dunno why its not working.
if you shoot them, do your projectiles stop? or pass through?
05/23/2009 (11:01 am)
@ michael,well, Im using the original weapons and scripts, and if I shoot at a lower angle,
I get the same purple lines,
all pointing to the backs,
like yours,
that is radiusDamage, not projectile collision.
the projectiles go straight through the players.
I tried with the supplied character models, same thing.
dunno why its not working.
if you shoot them, do your projectiles stop? or pass through?
#7
And if I shoot the bot(s) from the front, then the DamageLocation gets recorded as being from the front -- although I do believe there is an issue with it being able to tell left from right sometimes. I just happened to be chasing that bot in the screenshot
If you're using the original weapons and scripts then neither the pistol or rifle do radius damage. The radiusDamage, damageRadius, and areaImpulse fields for both of those weapons are all set to 0 -- unless somebody changed them for the BETA. In the Projectile::onCollision() function directDamage has to be greater than 0 for there to be any damage done -- and it doesn't call radiusDamage at all. Function radiusDamage() is called in Projectile::onExplode() only if damageRadius is greater than 0, radiusDamage plus the areaImpulse then gets applied from there.
Maybe I should install the BETA? Believe me, I want to help you resolve this but I'm at a loss as to why you're only seeing radius damage and the projectiles are passing through the player(s) for you. Uncomment the echo's in the projectile functions to make sure that those are happening separately and add an echo to radiusDamage() to verify that it is (or isn't) being called.
05/23/2009 (11:56 am)
That's strange then, because my projectiles definitely hit-stop-explode upon contact with the player -- and I get blood splatters too. I've even disabled radius damage from the Rocket launcher and practiced headshots. When I am shot by a bot I see the directional hit indicators and the headshot indicator -- if they get lucky...And if I shoot the bot(s) from the front, then the DamageLocation gets recorded as being from the front -- although I do believe there is an issue with it being able to tell left from right sometimes. I just happened to be chasing that bot in the screenshot
If you're using the original weapons and scripts then neither the pistol or rifle do radius damage. The radiusDamage, damageRadius, and areaImpulse fields for both of those weapons are all set to 0 -- unless somebody changed them for the BETA. In the Projectile::onCollision() function directDamage has to be greater than 0 for there to be any damage done -- and it doesn't call radiusDamage at all. Function radiusDamage() is called in Projectile::onExplode() only if damageRadius is greater than 0, radiusDamage plus the areaImpulse then gets applied from there.
Maybe I should install the BETA? Believe me, I want to help you resolve this but I'm at a loss as to why you're only seeing radius damage and the projectiles are passing through the player(s) for you. Uncomment the echo's in the projectile functions to make sure that those are happening separately and add an echo to radiusDamage() to verify that it is (or isn't) being called.
#8
there are collisions,
but with none of the other suplied character models.
in showtool, gideon seems to have multiple collision boxes, like head, legs, arms, and body.
is no-one else getting this problem with non-gideon characters?
05/23/2009 (12:11 pm)
I tried again with the gideon model,there are collisions,
but with none of the other suplied character models.
in showtool, gideon seems to have multiple collision boxes, like head, legs, arms, and body.
is no-one else getting this problem with non-gideon characters?
#9
On the subject of other supplied models. Have you noticed any discrepancies between the animations of the various models in Torque 3d -- especially the SpaceOrc? He doesn't seem to work, at all. The Elf doesn't step to the right but does to the left. But yeah I just ran through and tested various combinations of the old player models and they worked for me.
I just downloaded both Betas so I'll try again...
05/23/2009 (12:29 pm)
Does he really? I never looked. I'm actually using a custom player in that screenshot, you just can't see it. Actually he's the old, really old, pre-Korc Tribes Medium Armor looking model that I was using.On the subject of other supplied models. Have you noticed any discrepancies between the animations of the various models in Torque 3d -- especially the SpaceOrc? He doesn't seem to work, at all. The Elf doesn't step to the right but does to the left. But yeah I just ran through and tested various combinations of the old player models and they worked for me.
I just downloaded both Betas so I'll try again...
Quote:Hopefully, but please do chime in because I want it fixed and it's not even happening to me, I can imagine how deepscratch feels.
is no-one else getting this problem
#10
anybody tried adding AI to the physx game??
05/26/2009 (12:19 pm)
ok, this seems to be a problem in my physx game, or if I add physx to the FPS kit.anybody tried adding AI to the physx game??
Torque Owner JesseL
Pyrotronics-Games