Collide Detection Problem

creativeappscreativeapps Member Posts: 1,770
edited November -1 in Working with GS (Mac)
I want to password one car inside the tube but I want to collide car with yellow area ( outside of the tube in yellow border )
And I want to pass car when its going into tunnel. I do not want to use hide objects for collision. Is there any way to calculate x and y for tube collision? How to do that? Please let me know.

image

Comments

  • creativeappscreativeapps Member Posts: 1,770
    anyone please?
  • old_kipperold_kipper Member Posts: 1,420
    It might to think about it the other way round -When the cart is in the right position to enter the tube, and use 2 invisible object offset from the tube for the collisions even though you don't want to... If this is because you want to move the tube around I would constrain the hidden objects with offsets to the tube.

    hope that helps.

    kipper
  • creativeappscreativeapps Member Posts: 1,770
    Thats what i am saying I donot want to use hidden object. Is there any other way to do that?
  • creativeappscreativeapps Member Posts: 1,770
    I got this video somewher ein forum but how it works I dont know.

  • creativeappscreativeapps Member Posts: 1,770
    anyone?
  • creativeappscreativeapps Member Posts: 1,770
    hello please help me out I am stuck in middle of the game. Its very important for me.
  • DrGlickertDrGlickert Member Posts: 1,135
    I'm assuming that they used invisible actors. Why don't you want to use invisible actors on this?

    You could use interpolate functions when it collides to get it "through"

    When car overlaps/collides with pipe;
    Interpolate self.position.X to self.position.X+100 (or however long the pipe is).
    To make it appear that the car is going "through" and not over, use two actors, one behind the car and one in front of the car, that way it appears it goes into the pipe and through it.

    Hope that helps.

    Good luck!
  • creativeappscreativeapps Member Posts: 1,770
    I want to put calculation in tube like tube particular area detect as collide and other parts are working as blank. No I donot want to use collision. Please help me out.
  • creativeappscreativeapps Member Posts: 1,770
    anyone please?
  • creativeappscreativeapps Member Posts: 1,770
    please anyone help me out.
  • creativeappscreativeapps Member Posts: 1,770
    anyone ?
  • DizkoDizko Member Posts: 498
    Why don't you want to use invisible actors? You've said you don't want to, but why?
  • creativeappscreativeapps Member Posts: 1,770
    beacuse those pipes are movable
  • DizkoDizko Member Posts: 498
    If you're trying to find the y value of the top and bottom edge of the tube, you would just add half the tube's height to the y value of the object.

    So if your tube is say 10 units high and your tube's y position is say something like 50. The top edge's y position would be 55, the bottom edge would be 45.

    If you want to bound that in a rule you would say anything greater than 45 and anything less than 55, do this. That should give you a bounding area inside the tube. You would have to add something for the X value too, I reckon.
  • creativeappscreativeapps Member Posts: 1,770
    I sent you PM message please check
  • creativeappscreativeapps Member Posts: 1,770
    anyone please help me out.
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