Pawns That walk through walls.

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Pawns That walk through walls.

Post by incenseman2003 »

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.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

make the wall empty so u can see it but walk thru it.
Herp derp.
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

The player isn't the one that I want to walk through the wall. The pawn is.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
steven8
RF Moderator
Posts: 1489
Joined: Wed Aug 24, 2005 9:08 am
Location: Barberton, OH

Post by steven8 »

I don't see why it wouldn't work, though. I can't think of another way to do it, myself.
Steve Dilworth - Resisting change since 1965!
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

put a pawn there so if a player goes near it it wont let him. a bit of scripting.
Herp derp.
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

That sort of scripting is way beyond me. I might just have to settle for ghosts that dont walk throuh walls.

Oh well, can't have everything.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
steven8
RF Moderator
Posts: 1489
Joined: Wed Aug 24, 2005 9:08 am
Location: Barberton, OH

Post by steven8 »

Alan Troup had a 'ghost' that came through a wall in Telepath. I'll write and ask him how he did it.
Steve Dilworth - Resisting change since 1965!
User avatar
steven8
RF Moderator
Posts: 1489
Joined: Wed Aug 24, 2005 9:08 am
Location: Barberton, OH

Post by steven8 »

Alan just used the image of a ghost on a brush and animated it moving through the wall. Brushes can pass through each other. He suggested pretty much the same we did for an actor, use an empty (water) brush.
Steve Dilworth - Resisting change since 1965!
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

I also wanted the ghost to attack. Oh well, they don't have to walk throu walls I suppose.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Post by paradoxnj »

Genesis has a feature where you can turn off collisions for actors. Maybe someone can expose that feature to RF?
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

How would one go about getting that feature introduced to RF though?
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

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...
Everyone can see the difficult, but only the wise can see the simple.
-----
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

That looks like it should work.

Now if I could only remember how to use it.

I don't script much. :oops:
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
User avatar
fps
Posts: 504
Joined: Mon Sep 26, 2005 9:54 pm
Location: in a magical land devoid of hope, happiness, and sanity.

Post by fps »

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.
incenseman2003
Posts: 320
Joined: Sat Mar 11, 2006 11:41 pm

Post by incenseman2003 »

fps: that sounds like it would work for certain things. What I really wanted the pawn to do is walk a path through several rooms through the walls.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
Post Reply