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Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 19:37
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:
The collision sphere is clearly going through the ground, and failing to collide.
Any ideas anyone?
Re: Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 20:22
by imbaczek
since we're getting a little bit swamped, please repost at
http://spring.clan-sy.com/mantis/
Re: Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 21:28
by TheFatController
Done, thanks
Re: Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 22:27
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.
Re: Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 22:34
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.
Re: Can't get dgun to collide with modified collisionsphere
Posted: 09 Oct 2008, 22:36
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.