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ForumsCog Forum → "ghost"-player
"ghost"-player
2002-02-02, 6:48 AM #1
how can you make the player invisible, not bumbing into other players and so on? and is there a way to reset the level so it starts over?
2002-02-02, 8:04 PM #2
You can set up a ghost mode relativly easy, but as far as I know its not possible to reset a level in multiplayer. (If there is that would have cut down abit of the coding needed for Team Battle.) I suggest you make the player fly as well because with no collide you can get stuck in going through walls.

So set up the player mdl like this:

template neutral_mdl=+ghost local
SetThingModel(player, neutral_mdl);

ParseArg(player, "movesize=0.000000"); //very small size [http://forums.massassi.net/html/wink.gif]
ParseArg(player, "size=0.000000");

ClearPhysicsFlags(player, 0x1); //flying mode
SetPhysicsFlags(player, 0x2000);
SetThingHealth(player, 0); //so you can be killed by explosions



[This message has been edited by Hellcat (edited February 03, 2002).]
Team Battle.
2002-02-03, 4:43 AM #3
Wrong Hellcat... SetThingModel needs a model as a second argument. And it's better to use SetThingMoveSize than ParseArg, but better still is to use SetCollideType.

So we have:

model empty=empty.3do local

SetThingModel(player, empty);
SetCollideType(player, 0);

If you want to make him fly, you can use all the physics stuff Hellcat posted.
Dreams of a dreamer from afar to a fardreamer.
2002-02-03, 10:41 AM #4
umm... so what should the empty.3do be? a dummy mesh and nothing more(if that's possible)?
2002-02-03, 8:28 PM #5
[http://forums.massassi.net/html/redface.gif]

Ahh yes. I orginally had it as a 3do... forgot about the templete.

Btw thanks for the SetCollideType(player, 0); ... this is a god idea.
Team Battle.
2002-02-03, 10:19 PM #6
Well, an empty 3do will basically be a model with no vertices, no faces, no meshes etc. You can make one by using a text editor, or alternatively export an empty JED project.
Dreams of a dreamer from afar to a fardreamer.

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