Search found 10 matches
- Tue Jul 17, 2012 2:00 am
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Re: Ray casting collisions
I got it fixed I wasn't understanding how the vectors and the rays interacted.
- Mon Jul 16, 2012 7:41 pm
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Re: Ray casting collisions
This still isn't working. I decided to try casting a ray from vector3(0,0,0) toward the character. If the character is directly below (0,0,0) (or very close to) they ray hits. If the character moves away from that spot then it stopped hitting him. I then tried setting they ray to begin from the same...
- Mon Jul 16, 2012 5:01 pm
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Re: Ray casting collisions
Okay, that kinda works. What I'm trying to do is cast a ray from an enemy to a character. The RayCastResult.hitObject is always something other than the character until the character is right next to the enemy. Here is my raycast space.RayCast(new Ray(enemy.body.Position, destination), 200, entry =>...
- Mon Jul 16, 2012 4:54 pm
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Re: Ray casting collisions
Okay, that kinda works. What I'm trying to do is cast a ray from an enemy to a character. The RayCastResult.hitObject is always null until the character is right next to the enemy. Why is the ray not traveling farther? This is my raycast = space.RayCast(new Ray(enemy.body.Position, destination), 200...
- Mon Jul 16, 2012 4:49 am
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Re: Ray casting collisions
I'm not quite sure how to do that. I've located the ray cast function that I want, but I'm not sure how to pass in a delegate, or what should be in the function for that matter.
- Mon Jul 09, 2012 7:30 pm
- Forum: Questions and Help
- Topic: Ray casting collisions
- Replies: 9
- Views: 5617
Ray casting collisions
Is there a way to make ray casts ignore entities in a certain collision group?
- Fri Jul 06, 2012 3:24 am
- Forum: Questions and Help
- Topic: Changing location of wheels on a vehicle
- Replies: 6
- Views: 4634
Re: Changing location of wheels on a vehicle
That was it. It took some messing with the local position too, but it seems to be function now thank you!
- Thu Jul 05, 2012 7:34 pm
- Forum: Questions and Help
- Topic: Changing location of wheels on a vehicle
- Replies: 6
- Views: 4634
Re: Changing location of wheels on a vehicle
By changing the MobileMeshSolidty to Counterclockwise I got the bouncing and the glitching to stop, but the car still won't move. The wheels turn and rotate when I attempt to move but the car goes nowhere. When the car is inactive I can push the car around a little bit so I know it can be moved. Her...
- Thu Jul 05, 2012 6:29 am
- Forum: Questions and Help
- Topic: Changing location of wheels on a vehicle
- Replies: 6
- Views: 4634
Re: Changing location of wheels on a vehicle
Thanks! I can't believe I didn't see that before. I have another question about the vehicle. I tried to make a MobileMesh as the body of the car but in most cases the car either doesn't move, or the wheels start to bounce around and glitch into the surface they are on. Can I not use a MobileMesh for...
- Wed Jul 04, 2012 4:40 am
- Forum: Questions and Help
- Topic: Changing location of wheels on a vehicle
- Replies: 6
- Views: 4634
Changing location of wheels on a vehicle
Is it possible to change the location of the wheels of the wheels from the vehicleInput class?