Lokenta Posted December 3, 2007 Share Posted December 3, 2007 Is is possible to check if a specific point around the character is colliding with another object? Let me give an example: As you walk up to a wall, a little beeper that no one sees goes off, saying 'You're near' a wall. I would need it for rather precise points around, the player, and preferrably something not too big, as there would likely be around 10 or so at once. If this is possible, please let me know. Lokenta Mirana PS: this is for further scripting processes only. I am not looking for a message box saying that you are near a wall. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 3, 2007 Share Posted December 3, 2007 Is is possible to check if a specific point around the character is colliding with another object? Let me give an example: As you walk up to a wall, a little beeper that no one sees goes off, saying 'You're near' a wall. I would need it for rather precise points around, the player, and preferrably something not too big, as there would likely be around 10 or so at once. If this is possible, please let me know. Lokenta Mirana PS: this is for further scripting processes only. I am not looking for a message box saying that you are near a wall.In minor instances, yeah, you can check if the player is near a certain point, or has crossed a boundary of some kind. As far as sticking 10 of them along a wall at differing heights, and on several other walls... No. You can use an activator without any collision, and an invisible mesh attached to it to mark a point. And use "getdistance" on each one of those to make them detect when the player is near one. But having more than a few in a small area would certainly lead to certain issues. It would also detect only if the player was standing within range, not if part of their body comes within range. Using something similar with a trigger box would be the other way, but these can be a bit harder to setup, and only works in a linear fashion. Link to comment Share on other sites More sharing options...
Lokenta Posted December 3, 2007 Author Share Posted December 3, 2007 Well I'm not actually looking to put it onto the object. I was looking for something to put around the player. Also, I'm not looking for any specific body part touching, simply the general body of the player. I'm not sure if there is an activator you can use as a 'player' to check for collisions or not. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 3, 2007 Share Posted December 3, 2007 Well I'm not actually looking to put it onto the object. I was looking for something to put around the player. Also, I'm not looking for any specific body part touching, simply the general body of the player. I'm not sure if there is an activator you can use as a 'player' to check for collisions or not.You might want to explain a bit better. what exactly are you trying to do? Link to comment Share on other sites More sharing options...
Lokenta Posted December 3, 2007 Author Share Posted December 3, 2007 I was wondering if there is some way I can create a script that will set other scripts to run when a point or field judged by the player's position collides with a static (a building, for example). These wouldn't be connected to a specific portion of the player, but by the player's general position. An example: As the character runs up to a wall, a small field at a certain position near him is checking (and has been checking) for collisions with anything (in this case, the wall). As that field does collide with the wall, it sets off a series of processes. Now, there would be more than one field/point, so assign the proper processes, but I was just wondering if there was something along those lines that the construction set can handle. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 3, 2007 Share Posted December 3, 2007 Nope, can't be done. You can only check positions between two known objects. You could set it to detect if a player has run up a hill, but only by setting something at the top to check the distance to the player, or by checking the distance the player is away from something at the bottom. The closest thing you can do to generalizing is to setup some invisible activators or markers anywhere you want a check between that marker to occur. You would then have a scripted ability which would have to individually check the player's distance to each of those markers. Link to comment Share on other sites More sharing options...
Lokenta Posted December 5, 2007 Author Share Posted December 5, 2007 Is there a way to do collision detection between an activator and a static (such as a wall)? I'd still prefer to keep the walls unaltered, in order to avoid a myriad of activators about every city. Link to comment Share on other sites More sharing options...
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