View Full Version : non solid interpolating actor
ok here is the problem, ive gone over hourences mover tutorial (http://www.hourences.com/book/tutorialsue3mover.htm) and figured out how triggering a movers works now, but i ran into a problem; the movers seem to be non solid, you can walk though them, ive went over the tutorial twice and didnt find anything about this but i did everything like it said.
anyone know what the problem could be? why cant i ride my elevators up and down like veryone else, why arent they solid :(
ListenClosely
12-04-2007, 04:33 PM
ok here is the problem, ive gone over hourences mover tutorial (http://www.hourences.com/book/tutorialsue3mover.htm) and figured out how triggering a movers works now, but i ran into a problem; the movers seem to be non solid, you can walk though them, ive went over the tutorial twice and didnt find anything about this but i did everything like it said.
anyone know what the problem could be? why cant i ride my elevators up and down like veryone else, why arent they solid :(
Could it be a scaling prob niX ? I remember using unrealed 2.0 where scaling a mover would make it permeable. Fixing this in 2.0 would mean "transforming permanantly."
-SM (I will be editing 3.0 soon)
well i fixed the error by rebuilding the mover, i made it just move into the wall, but before it was rotating by 90 degreese.. maybe that was the problem?
widowmaker
12-18-2007, 03:59 PM
Check the collision setting. I find that interpolating actors come in with collision set to "none".
HortonsWho
12-18-2007, 08:00 PM
Check the collision setting. I find that interpolating actors come in with collision set to "none".
ding ding
Nova Silisko
01-01-2008, 07:21 PM
i like placing a static mesh and hitting convert to mover
Enos Shenk
01-01-2008, 10:33 PM
I have a question thats related to this, so Im just gonna post it here...
I was toying around with moving stuff on a test map, and I was pleased that rotating objects will move the player and the players corpse with the rotation, but...
After setting all the collision properties, instant-hit projectiles like enforcer shots would collide with the mover, but other projectiles like biorifle slime would pass right through it. Has anyone found a solution for this? Ive been itching to remake a fantastically fun Duke3D map, but projectiles impacting a rotating object would be necessary. (Bonus points to anyone who figures out what map Im thinking about...)
{RA}SKYFURNACE
01-02-2008, 02:17 AM
I have a question thats related to this, so Im just gonna post it here...
I was toying around with moving stuff on a test map, and I was pleased that rotating objects will move the player and the players corpse with the rotation, but...
After setting all the collision properties, instant-hit projectiles like enforcer shots would collide with the mover, ...
what did you set the collision property too?
Enos Shenk
01-04-2008, 01:58 PM
what did you set the collision property too?
Block all, definately not anything that would let weapons pass through, and like I said instant-hit weapons would collide with the mesh, just not anything with a projectile like bio-rifle goo, link gun shots, rockets, etc.
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