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Collision Script Help http://px.worms2d.info/forum/viewtopic.php?f=15&t=508 |
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Author: | Curtis [ Wed Oct 24, 2012 4:03 pm ] |
Post subject: | Collision Script Help |
Hello.....I applied a script that StepS and Zed made for collisions (Evil Santa) to a few of my weps but one thing goes wrong......When I apply the col mask script to a wep it works fine but if the wep has clusters the clusters do not get applied a Col Mask...... If I set this value to true like so..... override CMissile::CMissile(CObject* parent,CWeaponLaunch* ldata,CShootDesc* sdata) { super; SType = true; then the clusters DO have have Col Masks.......but then every other wep in the game gets applied one too oO.......So i think I'm missing sumthing...but ya I'm not sure how to properly get the clusters affected without having the other weps affected....any help would be much appreciated..... |
Author: | StepS [ Wed Oct 24, 2012 5:21 pm ] |
Post subject: | Re: Collision Script Help |
the santa way is old, and very buggy. You can use override of CMissile::Collide (CMissile is any weapon like grenade, missile, cluster, bombs, animals, except mines and arrows) |
Author: | Curtis [ Wed Oct 24, 2012 6:37 pm ] |
Post subject: | Re: Collision Script Help |
Deleted... |
Author: | StepS [ Wed Oct 24, 2012 7:38 pm ] |
Post subject: | Re: Collision Script Help |
Code: CGObject *sobj; CMissile *smis; sobj = CGObject(Env->Objs.Objs[Env->Objs.Count-1]); the script only detects the missile you have shot. other missiles are not the ones you have shot. i don't know how to differ the clusters of a particular weapon from the normal clusters. you better forget it ![]() otherwise, do a huge script with your own redesigned clusters engine ![]() |
Author: | Curtis [ Wed Oct 24, 2012 7:57 pm ] |
Post subject: | Re: Collision Script Help |
![]() ok so cluster engine.....where do i start? jk ![]() thanks anyway StepS.... I'll just make a private lib with it set at true |
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