Can't get dgun to collide with modified collisionsphere

Can't get dgun to collide with modified collisionsphere

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Can't get dgun to collide with modified collisionsphere

Post by TheFatController »

Code: Select all

  collisionVolumeType = "ellipsoid",
  collisionVolumeOffsets = "0 -45 5",
  collisionVolumeScales = "65 110 185",
have tried with both settings for collisionVolumeTest, dgun just goes thru the base of the queen every time:

Image
Image

The collision sphere is clearly going through the ground, and failing to collide.

Any ideas anyone?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Can't get dgun to collide with modified collisionsphere

Post by imbaczek »

since we're getting a little bit swamped, please repost at http://spring.clan-sy.com/mantis/
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Can't get dgun to collide with modified collisionsphere

Post by TheFatController »

Done, thanks
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Can't get dgun to collide with modified collisionsphere

Post by Argh »

Heyas, I might have a solution for you.

1. Set collisionVolumeTest to 1 (non-frame-based). Be warned, you don't want to do this a lot, and I'd personally recommend solution #2.

2. Set the collisionSize of the Dgun to 24-32, so that it will check a larger volume for collisions each frame. For really fast projectiles, it needs to be even larger than that to generate a collision correctly.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Can't get dgun to collide with modified collisionsphere

Post by KDR_11k »

If you want my guess it's because the dgun projectile is below the ground, even below the hitshape there. Doesn't matter AFAIK, it still uses the radius to determine when the explosions reach the unit. Make sure the s3o's hitsphere covers the whole hit primitive you use. In THIS I had trouble with shots to the front of large ships doing nothing because the collision box was larger than the radius so the explosions were considered to be outside the unit, making the sphere bigger fixed it.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Can't get dgun to collide with modified collisionsphere

Post by Argh »

Right. There's a back-and-forth trade between making the projectile detect hits earlier with increases to collisionSize, and getting valid hit-detection on the center of the collision area when the projectile detects an intersection.

It may take a combination of changes to the velocity of the gun, the amount of groundbounce / myGravity parameters, etc., to arrive at an entirely satisfactory result.
Post Reply

Return to “Help & Bugs”