Pawns That walk through walls.
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
Pawns That walk through walls.
I have search the forums for references to pawns walking through walls. It seems that no one has done this before.
How would I make a pawn follow a path that would take it right through a wall. Im sure that it has sometihing to do with the collision. I also want to make the pawn so that it can be effected by gunfire.
I know this sounds really hard. I tried several methods but none of them worked.
How would I make a pawn follow a path that would take it right through a wall. Im sure that it has sometihing to do with the collision. I also want to make the pawn so that it can be effected by gunfire.
I know this sounds really hard. I tried several methods but none of them worked.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
- darksmaster923
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
- darksmaster923
- Posts: 1857
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
When the pawn comes near the wall, use
SetNoCollision();
Gravity(false); //if the pawn even requires gravity
Then afterwards set them back via
SetCollision();
Gravity(true); //if the pawn even requires gravity
Provided you use LowLevel you could do it this way:
if(GetCollideDistance(BONENAME, 0, 1, 15 )<10) //BONENAME must be the root bone of the pawn
{
SetNoCollision();
Gravity(false);
}
else
{
SetCollision();
Gravity(true);
}
Now you should be able to let the ghost move through thinghs, the ghost can move through basically everything, poeple, walls, wardrobes, chairs... I am not too sure if this works. Try it out and tell us if it does...
SetNoCollision();
Gravity(false); //if the pawn even requires gravity
Then afterwards set them back via
SetCollision();
Gravity(true); //if the pawn even requires gravity
Provided you use LowLevel you could do it this way:
if(GetCollideDistance(BONENAME, 0, 1, 15 )<10) //BONENAME must be the root bone of the pawn
{
SetNoCollision();
Gravity(false);
}
else
{
SetCollision();
Gravity(true);
}
Now you should be able to let the ghost move through thinghs, the ghost can move through basically everything, poeple, walls, wardrobes, chairs... I am not too sure if this works. Try it out and tell us if it does...
Everyone can see the difficult, but only the wise can see the simple.
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
- fps
- Posts: 504
- Joined: Mon Sep 26, 2005 9:54 pm
- Location: in a magical land devoid of hope, happiness, and sanity.
you could use animations that move off the origin. i had all my pawns up to their waist in the ground by accident but i also had pawns who could crouch down and hide in the ground, like zombies, then when you walked by them the got up and attacked. you could probably get them to jump up through the ceiling and calculate the distance from walls and face them, then jump through them. then the animation would just wait a while before returning through the origin.
Try it.
Try it.
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm