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Triggers / SetGhost

 
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Ultrasauce



Joined: 28 Feb 2005
Posts: 62

PostPosted: Thu Mar 24, 2005 7:48 pm    Post subject: Triggers / SetGhost Reply with quote

How's it goin?

I just wanted to clarify which way's best to handle triggers in the physics engine. I see the SetGhost method on DynamicObject... seems perfect since I can just iterate collisions.

But...
"Ghost objects will still collide with the ground."

Is it possible to have triggers that stay where they're placed? Aren't affected by physics at all? Just basically censors/zones?

Gracias Smile
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luke
Site Admin


Joined: 15 Oct 2004
Posts: 621

PostPosted: Thu Mar 24, 2005 11:17 pm    Post subject: Reply with quote

Hi,

TA::DynamicObject::SetMovementDisabled(true) will do the trick.
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kurtz



Joined: 02 Apr 2005
Posts: 56

PostPosted: Fri Apr 08, 2005 6:28 pm    Post subject: Reply with quote

Hmmm...... I gave this a shot, and it seems as though SetMovementDisabled() overrides the Ghost setting. This seems to be documented in the SetMovementDisabled() function: "This object will appear totally solid to other objects", however, this seems to mean it no longer works as suggested with trigger objects.

Is there another parameter or correct order to call these in to make them work? Thanks!
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luke
Site Admin


Joined: 15 Oct 2004
Posts: 621

PostPosted: Fri Apr 08, 2005 11:51 pm    Post subject: Reply with quote

Yes, there is a problem there, the collision will be able to be found using the TA::DynamicObject::GetCollisionIterator function on the non ghosted object, but you wont beable to tell what object it actually hit and it wont show up in the processCollision functions.
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luke
Site Admin


Joined: 15 Oct 2004
Posts: 621

PostPosted: Sat Apr 16, 2005 10:34 am    Post subject: Reply with quote

This is fixed ready for the next release after 1.0.0.3
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kurtz



Joined: 02 Apr 2005
Posts: 56

PostPosted: Sun Apr 17, 2005 6:39 pm    Post subject: Reply with quote

Great! Looking forward to that. Smile
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