FxShapeReplicator without terrain
by James Laker (BurNinG) · in Torque Game Engine · 04/04/2006 (2:58 am) · 3 replies
I need/want to use the fxShapReplicator for my 2D space game...
atm the fxShapReplicator wants to put my asteroids on something:
Now there are some other areas that use these restrictions:
I can't seem to figure out how to add the it in space... though...
Anyone have an idea... or even better... Code that will fix this problem?
atm the fxShapReplicator wants to put my asteroids on something:
// Check that we can position somewhere!
if (!( mFieldData.mAllowOnTerrain ||
mFieldData.mAllowOnInteriors ||
mFieldData.mAllowStatics ||
mFieldData.mAllowOnWater))
{
// Problem ...
Con::warnf(ConsoleLogEntry::General, "[%s] - Could not place object, All alloweds are off!", getName());
// Return here.
return;
}Now there are some other areas that use these restrictions:
// Check Illegal Placements.
if (((CollisionType & TerrainObjectType) && !mFieldData.mAllowOnTerrain) ||
((CollisionType & InteriorObjectType) && !mFieldData.mAllowOnInteriors) ||
((CollisionType & StaticTSObjectType) && !mFieldData.mAllowStatics) ||
((CollisionType & WaterObjectType) && !mFieldData.mAllowOnWater) ) continue;I can't seem to figure out how to add the it in space... though...
Anyone have an idea... or even better... Code that will fix this problem?
#2
I'll post a resource when I'm done.
So far I have 3 extra fields (minSpaceHeight, maxSpaceHeight, allowinSpace)
Will add another one to place it on a single plane later.
Back to paying job for now...
04/04/2006 (5:17 am)
Looking through the code now... It's actually quite simple...I'll post a resource when I'm done.
So far I have 3 extra fields (minSpaceHeight, maxSpaceHeight, allowinSpace)
Will add another one to place it on a single plane later.
Back to paying job for now...
#3
04/04/2006 (11:49 pm)
[EDIT] Removed... Search for my resource
Torque Owner Thomas \"Man of Ice\" Lund
It takes a random x,y + the z from the raycast.
In space, there is nothing like a terrain, interior, staticTS or water (the 4 collision checks it uses).
So just remove all the checks+raycast and pick a random z position. Then check if there is anything close to that position that you collide with (e.g. do a radius search for other asterioids).
And that should be it.
All this could just as easily be done in script BTW.