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Pawns That walk through walls.
Posted: Tue Sep 18, 2007 9:55 pm
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.
Posted: Wed Sep 19, 2007 12:15 am
by darksmaster923
make the wall empty so u can see it but walk thru it.
Posted: Wed Sep 19, 2007 1:22 am
by incenseman2003
The player isn't the one that I want to walk through the wall. The pawn is.
Posted: Wed Sep 19, 2007 1:44 am
by steven8
I don't see why it wouldn't work, though. I can't think of another way to do it, myself.
Posted: Wed Sep 19, 2007 3:07 am
by darksmaster923
put a pawn there so if a player goes near it it wont let him. a bit of scripting.
Posted: Wed Sep 19, 2007 4:06 am
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.
Posted: Wed Sep 19, 2007 5:56 am
by steven8
Alan Troup had a 'ghost' that came through a wall in Telepath. I'll write and ask him how he did it.
Posted: Wed Sep 19, 2007 6:13 am
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.
Posted: Wed Sep 19, 2007 2:11 pm
by incenseman2003
I also wanted the ghost to attack. Oh well, they don't have to walk throu walls I suppose.
Posted: Wed Sep 19, 2007 3:20 pm
by paradoxnj
Genesis has a feature where you can turn off collisions for actors. Maybe someone can expose that feature to RF?
Posted: Wed Sep 19, 2007 3:48 pm
by incenseman2003
How would one go about getting that feature introduced to RF though?
Posted: Wed Sep 19, 2007 4:05 pm
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...
Posted: Wed Sep 19, 2007 4:19 pm
by incenseman2003
That looks like it should work.
Now if I could only remember how to use it.
I don't script much.

Posted: Thu Sep 20, 2007 2:51 pm
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.
Posted: Thu Sep 20, 2007 3:51 pm
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.