Ive finally gotten around to writing the TVTCS Door Module.. (Its about time, isnt it... ) But first, I wanted to test an actual door, in an actual door frame. So, I modified my POC to do this. I had to jimmy the template to get it work, but the problem is, it doesnt squish the player when it comes down. It just goes right through him like its set to collide 0 (Which, of course, it isnt).
My question is, what is a quick and easy way to detect object collision in cases like this? Or, more importantly, how would I squish the player if he is under the door? (Other than getthingsector()...)
For clarity, Ill give out my POC templates...
The collide=3 was an appempt of mine to correct the problem...
Im sure I could figure it out on my own, but my time is getting more and more limited...
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources.
My question is, what is a quick and easy way to detect object collision in cases like this? Or, more importantly, how would I squish the player if he is under the door? (Other than getthingsector()...)
For clarity, Ill give out my POC templates...
Code:
# DESC: # BBOX: -.03 -.03 -.03 .03 .03 .03 crate4_1_1 _walkstruct model3d=plat.3do size=0.05 movesize=0.05 move=physics surfdrag=0 airdrag=0 mass=0 height=0.043038 physflags=0x425d # DESC: Door 4x4 Single Drk Grey # BBOX: -.2 -.01 -.15 .2 .01 .25 crate4_1_2 crate4_1_1 model3d=d4x4.3do height=-0.05 size=0.2 movesize=0.01 collide=3
The collide=3 was an appempt of mine to correct the problem...
Im sure I could figure it out on my own, but my time is getting more and more limited...
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources.
And when the moment is right, I'm gonna fly a kite.