Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Tiberian Technologies Special Collisions (How do I implement them?)
Tiberian Technologies Special Collisions [message #469354] Fri, 15 June 2012 15:23 Go to next message
Generalcamo is currently offline  Generalcamo
Messages: 522
Registered: October 2010
Karma: 0
Colonel
Alright, I want to make a map with invisible barriers. These barriers should stop vehicles and infantry, but not VTOLS, from passing through. How do I make these?
Re: Tiberian Technologies Special Collisions [message #469400 is a reply to message #469354] Sun, 17 June 2012 09:39 Go to previous messageGo to next message
Mauler
Messages: 448
Registered: May 2003
Location: Alberta, Canada
Karma: 0
Commander
Well the TT collision tool have nothing to do with this..

The collison settings are only available in four settings, such as Physical (Player), Vehicle, Projectile and Camera... if you block vehicles it will also include blocking VTOL vehicles

So to make these barriers simply create a plane,box and set the collisions in the W3D Tools section and then check off the "Hide" box in the same section
Re: Tiberian Technologies Special Collisions [message #469401 is a reply to message #469354] Sun, 17 June 2012 10:11 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
Messages: 522
Registered: October 2010
Karma: 0
Colonel
I understand that. I also understand that TT implemented special collisions to get A Path Beyond's navy working and Reborn's Amphibious units working.. I want to know how to work with them.

It might be better if this was moved to the TT forums. Could a moderator do that?
Re: Tiberian Technologies Special Collisions [message #469422 is a reply to message #469401] Sun, 17 June 2012 18:17 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
Generalcamo wrote on Sun, 17 June 2012 10:11

I understand that. I also understand that TT implemented special collisions to get A Path Beyond's navy working and Reborn's Amphibious units working.. I want to know how to work with them.



Using the TT version of LevelEdit of course Wink

Generalcamo wrote on Sun, 17 June 2012 10:11


It might be better if this was moved to the TT forums. Could a moderator do that?


I think this is the right place for it, it's a "modding" question.

Everything in the game has a collision group. This group is used
to filter out collisions between objects before any other checks (including the W3D collision flags set via RenX). Here's a reference chart for all collision groups and what collisions they allow as of 4.0b5.



Alternate groups can only be applied to tiles and "scriptable" objects. For tiles, LevelEdit has two new fields under "Physics Model" labeled "Collision Group" and "Visibility Mode" which are pretty self-explanatory.

Scriptable objects are currently more complicated however. You need to attach a script called "SH_CustomCollisionGroup" and use one of these values to get the group you want. Any other values are treated as not colliding with anything. We'll eventually add the fields from tiles, but "SH_CustomCollisionGroup" will keep working.

Default = 0
Uncollideable = 1
Terrain Only = 2
Bullet = 3
Terrain and Bullet = 4
Bullet Only = 5
Soldier = 6
Soldier Ghost = 7
C4 = 8
Underground = 9
Soldier Only = 10
Soldier Bullet = 11
Terrain = 15
Water Surface = 16
Water Edge Block = 17
Water Edge Allow = 18
Beach Edge = 19
Naval Unit = 20
Beaching Unit = 21
Hover Unit = 22
Amphibious Unit = 23
Amphibious Unit Floor = 24
Re: Tiberian Technologies Special Collisions [message #469423 is a reply to message #469354] Sun, 17 June 2012 18:45 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
Messages: 522
Registered: October 2010
Karma: 0
Colonel
Well, I don't see "Air Units" but I could use this to make something close to that. I could set my air units to be "C4" and my boundaries to be "Water Edge Block" to get the results I want. Thanks for that saberhawk. You are really helpful.
Re: Tiberian Technologies Special Collisions [message #469424 is a reply to message #469423] Sun, 17 June 2012 19:08 Go to previous messageGo to next message
saberhawk
Messages: 1068
Registered: January 2006
Location: ::1
Karma: 0
General (1 Star)
Generalcamo wrote on Sun, 17 June 2012 18:45

Well, I don't see "Air Units" but I could use this to make something close to that. I could set my air units to be "C4" and my boundaries to be "Water Edge Block" to get the results I want.


Of course, the names are only really there because it's much easier to refer to something as "Water Edge Block" instead of "Collision Group 17".

Generalcamo wrote on Sun, 17 June 2012 18:45

Thanks for that saberhawk. You are really helpful.


No problem, this stuff needed better documentation anyways Wink
Re: Tiberian Technologies Special Collisions [message #469425 is a reply to message #469354] Sun, 17 June 2012 19:31 Go to previous message
Generalcamo is currently offline  Generalcamo
Messages: 522
Registered: October 2010
Karma: 0
Colonel
I created some basic documentation at the wiki HERE. You are welcome to improve it, because my knowledge is mediocre at best.
Previous Topic: Destroy a Building after X Amount of Time
Next Topic: check if 2 objects are in eachother
Goto Forum:
  


Current Time: Wed Dec 18 13:33:57 MST 2024

Total time taken to generate the page: 0.00838 seconds