Author Topic: Vehicle Events - V2 - OnVehicleTouch and a few outputs.  (Read 18503 times)

Fix the View on RTB Download Manager link in the first post to give the latest version of the file. It's currently pointing to the old one...
It brings me to v2. Try clearing your cache.

Can't you make a search to look for the vehicles collision box and not the bound box?
The problem is that you can't rotate a box search, I think...
And if one were to loop through brick groups to find the vehicles, well that would just be asking for lag.

In short, torque collision systems ftl.

Link, this contains no syntax errors, thus cannot give buffer overrun errors. If you have parachute or something turned on, that would be the cause.
parachute is off so is he grenade so any other ideas?

This is so helpfull, I cant even explain how helpfull it is, I can see cars going flying now :D

Failed:

TorqueScript onVehicleTouch events (i.e. detecting vehicle collisions using TorqueScript instead of in the engine) are not acceptable.

Failed:

TorqueScript onVehicleTouch events (i.e. detecting vehicle collisions using TorqueScript instead of in the engine) are not acceptable.
Explain why it is so bad, or noone will care.

Explain why it is so bad, or noone will care.

This Add-On basically uses a method of vehicle detection that Trigun used previously in an Add-On that was also failed.  It involves running a function on a schedule, several times a second that searches around every vehicle in the server to see if any bricks are near.  There's not even a guarantee that the vehicle is actually colliding with the brick because of the way this check works.  This check is based on the bounding box of the vehicle, which is almost never the same size as the vehicle's collision mesh.  So, not only do you have a persistent schedule running the entire time the server is alive, you also have a detection method that isn't accurate.  The only way to get an accurate, efficient onVehicleTouch event is to have Badspot expose the engine's vehicle collision functionality (onCollision, etc) to TorqueScript.  You're just going to have to wait for him to add this functionality, because I'm going to fail any Add-On that offers an TorqueScript-based onVehicleTouch event.

Tom

This isn't the only mod that uses constant schedules.

This isn't the only mod that uses constant schedules.

I am aware of that.  The constant schedule is only part of why this Add-On was failed.  It's more a question of what's being done on that schedule.

I am aware of that.  The constant schedule is only part of why this Add-On was failed.  It's more a question of what's being done on that schedule.
Your trying to say that you put this in fail-bin because it might lag? (Didn't ment this sentence mean)
Well, you put me on your side.

Your trying to say that you put this in fail-bin because it might lag? (Didn't ment this sentence mean)
Well, you put me on your side.

I don't expect many of you to understand what I explained.  Just know that it's a completely improper way of detecting vehicle collision.

Also, if this is enabled, zombies respawn the instant that they're killed.


YES FINALY!

NOOO its failed....WHY RTB WHY!!!!