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| Vehicle collision help |
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| Treynolds416:
--- Quote from: SWAT One on April 23, 2011, 03:51:47 PM ---What if more than one collision box? --- End quote --- Make them one group. Use the nifty little option in the groups tab that says "regroup" --- Quote from: SWAT One on April 23, 2011, 03:51:47 PM ---and second, can it be a different shape other than a box? --- End quote --- Yes. Other shapes than boxes are encouraged, as long as they are low in faces/verticies. Boxes are mostly good for testing purposes, but are usually pretty glitchy. I always use a size 1 geosphere for my collision mesh. Edit: Oh shat, blastdown beat me to it. Since I already typed it up, I might as well post it. |
| Treynolds416:
Double post --- Quote from: SWAT One on April 23, 2011, 04:02:28 PM ---One more thing. In milkshape if you select two groups, and then Duplicate the Selection, it will form one group as the duplicated shape. Will this work w/ collision meshes And on an unrelated Subject, What is the joint required for a projectile to emit a particle. --- End quote --- Collision meshes are the same as regular shapes within Milkshape. It is only within Blockland that they become 'special'. However, you should use "Regroup", as I mentioned above. Any joints can emit particles. You might as well use muzzlePoint, because it is already there. |
| SWAT One:
And what about the point at which a projectile will explode. Is that a collision mesh or a joint |
| Blastdown:
--- Quote from: SWAT One on April 23, 2011, 04:09:55 PM ---And what about the point at which a projectile will explode. Is that a collision mesh or a joint --- End quote --- That's script related. |
| Treynolds416:
--- Quote from: SWAT One on April 23, 2011, 04:09:55 PM ---And what about the point at which a projectile will explode. Is that a collision mesh or a joint --- End quote --- It's the center of the hitbox |
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