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Is there any way to use a sculpt as a trigger zone?

  • OgTheEnigma

    I don't think there's any way to do this directly because the Impact Sensor doesn't work with non-collidable objects. The best thing to do would create one or more Triggers Zones to match the shape of your player controlled object. This would detect the complex shapes of targeted objects which pass through the player.

  • CLOUD1985

    Can you use the labels system? One of the tabs near the far right of the sculpt tweak menu let's you give it a label, like "scenery" for example.

    Then on the sculpt that passes through it, you can assign a collision label such as, collides with "scenery". I think this can output a signal whenever the object now collides with another object assigned with the scenery label.

  • Skeuomorpheus

    Thanks both - that is my current workaround. It almost works. My vehicle collides and I’ve keyframed its ‘scenery’ collision tag. What happens is it collides for maybe 0.5 seconds and then passes through. Not perfect but works well enough. This is for a corridor shooter so key to be able to have collisions with scenery - but not to get stuck on them!

  • Supposer

    Could someone explain how to set this up? I'm just trying to understand how this is done, but cannot get any sort of signal from the sculpt or impact sensor with the setup described. Perhaps I'm missing something.

  • Skeuomorpheus

    This is how I did it in simple terms:

    I have a flying vehicle which is tagged to collide with objects labelled as scenery (collision labels at the highest relevant group level)

    I have a sculpt labelled as scenery. It has a collision detector on it. The collision detector has a keyframe wired to it which keyframes the sculpt’s ‘scenery’ label off (permanently). It also has a health modifier. I’ve pasted this logic on all sorts of things; all you have to do is edit the keyframe so it affects the new object.

    So when my flying thing collides with the object it’s label is taken off so it no longer collides after a tiny lag. So if you crash with a rock or something you get a hit of damage and then you float through it so you don’t get stuck on the surface.

    It is a bit fiddly especially if you’re trying to do it with grouped objects. I find you have to change the labels of each constituent part; can’t get the group label to work.

    I am in final edits of a corridor shooter which uses this extensively - will release in next few days.

  • Supposer

    Ooooooh! I see. I'll test that out. Smart!

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