Page 1 of 1
Projectile collision with BSP
Posted: Mon Mar 17, 2008 9:56 pm
by CaptainPoopface
Is there a way to make the BSP permeable to a particular projectile? I remember that
Wall Walker had an option to null the projectile collision for the BSP, but it applied to all projectiles and surfaces. So your grenades would fall through the map, and rockets would go through walls, etc. I want to do this for one projectile while making the others still detonate/disappear at BSP collision. Ideally, it would be nice to also control which materials are permeable (for example, only metal, or only stone).
I've adjusted the material responses of the projectile so that it passes through blocs without detonating, but BSP contact always means detonation.
Is anyone still familiar with the workings of Wall Walker? Can I null BSP collision for one projectile and not the others?
Posted: Mon Mar 17, 2008 10:01 pm
by Skrillaka
So your meaning to Make it so only one type of projectile will go through certain types walls and hit a destination somewhere else beyond that wall?
If thats the case I have no clue
As you said before nulling the collision of a wall or object would be great but seeing through a wall is another thing..
Maybe a new program needs to go out?
If anyone is bothered to do so?
cheers
skrillaka
Posted: Tue Mar 18, 2008 8:59 am
by NotZachary82
shrillakilla, you post in all the threads where you have no idea what you're talking about >_>
my guess, captainpoopface, would be to use a projectile that has an [hlmt] and null the [phmo] and [coll] (if they even have that

)
Posted: Tue Mar 18, 2008 10:08 am
by bumlove
NotZac, not the way I'd think of no coll means it would never hit anything biped or anything, I myself would guess its a matrial responses thing, Overpenitrate with no frictions? I'm not sure,
I myself am very close to making ANY Bsp surface in to any material (wood metal water etc) I'll be asking how to make proper this evennig once iget back to my pc
Posted: Tue Mar 18, 2008 7:34 pm
by Skrillaka
I try to be helpfull
It makes me feel better
And it's s-k-r-i-l-l-a-k-a
Sure nulling the collision would help a bit
but I had no idea you could do that
so yea I might sound silly
So i'll be quiet huh?

Posted: Tue Mar 18, 2008 7:36 pm
by NotZachary82
no its ok. it just looked like you were on a spamspree. im fine.
oh yeah lol. you are skrillaka. i need glasses.
Posted: Tue Mar 18, 2008 7:40 pm
by Skrillaka
no probz
Um back to subject
Is there anyway to make a projectile have Both [phmo] and [Coll]?
like add the two tags in?
thanks
Posted: Tue Mar 18, 2008 10:59 pm
by kibito87
Skrillaka wrote:
no probz
Um back to subject
Is there anyway to make a projectile have Both [phmo] and [Coll]?
like add the two tags in?
thanks
Yes but that would be nonsense. It would be much more efficient to use a projectile that already contains these tags. Do this by duplicating the projectile then editing whatever you would like to change about it.
Posted: Thu Mar 20, 2008 8:49 pm
by ogrish
I was working on a railgun some time back, but i nvr finished.
when zoomed your supposed to see thru walls, but wireframe using yelo was all i could do. And of course all my projs went thru walls from using WALLWALKER. It would stick in wireframe too.
so it was disscontinued.
But ill play with it some more, and ill post if i figure it out.
Posted: Fri Mar 21, 2008 6:09 am
by CaptainPoopface
I think it will work if I null the coll and give the projectile a material response specific to the chief and the elite.
But this idea has ceased to be a part of the mod I am working on.