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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?
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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?

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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.

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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

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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

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It's the center of the hitbox

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