Author Topic: De-colliding players to other players  (Read 910 times)

How would I go about doing this?

I still want them to collide with bricks, trigger events, and get hit with projectiles.


I'm not sure if this is possible or not.

Though it doesn't seem possible the way you want it.

i've suggested before making the collision box tiny, just barely there so that they'll collide with the wall and stuff

What about like...

function Player:collision(%bla, %bla, %bla)
{
if(thingPlayerCollidedWith == AnotherPlayer)
{
return;

}
else
{
Parent::Player:collision;
}


}

What about like...

function Player:collision(%bla, %bla, %bla)
{
if(thingPlayerCollidedWith == AnotherPlayer)
{
return;

}
else
{
Parent::Player:collision;
}


}
that doesnt make any sense. :c

i've suggested before making the collision box tiny, just barely there so that they'll collide with the wall and stuff
They'd still collide with everything though.

What about like...

function Player:collision(%bla, %bla, %bla)
{
if(thingPlayerCollidedWith == AnotherPlayer)
{
return;

}
else
{
Parent::Player:collision;
}


}
Makes a ton of sense to me. I just found StandardPlayerArmor::OnCollision :D Didnt work.
Double Toast: Tried Phflack's suggestion and so far seems to work :D
Triple Toast: A bit glitchy
« Last Edit: February 25, 2011, 12:22:14 AM by DYLANzzz »

onCollision is a callback as far as I know, so stopping it actually doesn't stop the collision. The only way I can see this work is packaging onCollision so that when you collide with another played it slightly transforms you so you're inside the other player's collision box. Heaps of problems with that as well. There's stuff all you can do to make this work.

what are you trying to accomplish here?

saying "de-colliding" doesnt make any sense

what are you trying to accomplish here?

saying "de-colliding" doesnt make any sense
Uh, it makes perfect sense.


Torque doesn't work like that. In order for client-side prediction to work, the client has to know what collides with what. $TypeMasks::PlayerObjectType clips other player object types. There's no way around this.

I've requested different collision layers with Badspot before and he doesn't seem to care.

Trigun has attempted at a workaround for this, and it simply doesn't work.

You still get stopped mid-air, you can get stuck in players' heads, and when you walk through someone it looks very twitchy/laggish.

It would require an engine change, as implied by Iban's post.

Now i understand what your requesting -- you want players to be able to walk through each other.

Its possible -- but not within a script.  it requires changes inside blockland.exe

Now i understand what your requesting -- you want players to be able to walk through each other.

Its possible -- but not within a script.  it requires changes inside blockland.exe
We've already come to a conclusion. More than once.