Guys get stuck together during collision
by Jamie Fristrom · in Torque Game Engine · 06/04/2006 (2:42 pm) · 2 replies
Maybe this is more of a BraveTree Tank Pack issue than a Torque issue, but I just got BraveTree's Abrams up-and-running in multiplayer in Torque 1.4, and when we drive them into each other they sometimes get stuck, locked together.
Is there some way I can fix this? Is there something I have to do with its collision volume or something?
Is there some way I can fix this? Is there something I have to do with its collision volume or something?
#2
I ran into a similar situation last week. I had implemented a much simplified version of the hit box resource. My next step was to support to support the possibility that some projectiles would bounce off of objects (the TGE default is that projectiles only bounce before their arming delay; I wanted more control than that).
What would happen sometimes is that the projectile would collide with a player (or whatever) and then get stuck inside the hitbox. To stop that from happening, when I collided with an object, I turned off collision checking against that object from then on (or until I collided with another object).
It's not perfect, but its a fair approximation (for my purposes).
You might try something similar, maybe only turning off collisions for some number of ticks. Or, if you have multiple hitboxes/collision meshes in the object, just disable checking against that particular hitbox, until another hitbox is collided with.
-David
06/04/2006 (4:21 pm)
Here's a possibility: Track the last object collided with, and turn off the collisions for that object.I ran into a similar situation last week. I had implemented a much simplified version of the hit box resource. My next step was to support to support the possibility that some projectiles would bounce off of objects (the TGE default is that projectiles only bounce before their arming delay; I wanted more control than that).
What would happen sometimes is that the projectile would collide with a player (or whatever) and then get stuck inside the hitbox. To stop that from happening, when I collided with an object, I turned off collision checking against that object from then on (or until I collided with another object).
It's not perfect, but its a fair approximation (for my purposes).
You might try something similar, maybe only turning off collisions for some number of ticks. Or, if you have multiple hitboxes/collision meshes in the object, just disable checking against that particular hitbox, until another hitbox is collided with.
-David
Torque Owner Cinder Games
here's a thread i made awhile back
www.garagegames.com/mg/forums/result.thread.php?qt=35886