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Author Topic: Scanner Problem  (Read 259 times)

« on: January 18, 2014, 03:43:42 PM »
Hey everybody. I need some help with the scanner, in my project i use the scanner like a bullet and when i shoot the scanner it trespass all the objects and hit the player, here some pictures to show you the problem:

The blood scanner starts the counter object, but you can see how the "bullet" can hit the player behing the walls







What can i do? :-\
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« Reply #1 on: January 18, 2014, 05:24:36 PM »
are the walls rigidbodies? if no, the the scan beam will ignore em and pass through...

are the walls linked to the scan object, and are they set as targets...

are the settings in the properties box set properly...


just some things to look at... nice looking scene btw...



--Mike

« Reply #2 on: January 18, 2014, 07:34:31 PM »
piercing bullets in the package of heavy weapons is the solution  :D
my strength is the texturing and graphics
« Reply #3 on: January 18, 2014, 08:07:40 PM »
are the walls rigidbodies? if no, the the scan beam will ignore em and pass through...
are the walls linked to the scan object, and are they set as targets...
are the settings in the properties box set properly...
just some things to look at... nice looking scene btw...

Yes i did everything, i made separated scanners, one for the blood, another for the metal surfaces, other for the glass and another for the walls and ground, because as you can see on the images when the scanner hit the walls the wall scanner shows the yellow particle, and when the metal scanner hit the rigidbody another particles starts. And that is the problem because i need use 1 scanner and that scanner needs be linked to all the rigidbodies on the scene and set it like target, and that scanner starts the counter, but if the scanner hits the walls or the other rigidbodies the counter will start without hit the player :(

piercing bullets in the package of heavy weapons is the solution  :D
Well, yeah but this is the default gun with the standar package ;D
See my web:
« Reply #4 on: January 18, 2014, 08:13:40 PM »
FJ... looks like you are going to need to accomplish your logic inside a script...  the scanner returns the object that was just hit to the script... that should help you determine what timers you need to start...


--Mike
« Reply #5 on: January 18, 2014, 08:45:47 PM »
Yeah, i was looking the script and trying to change it. But i need ask this :D, is there a way to make imposters to a rigidbody and shoot it from the projectile? That could work better in my opinion :)
See my web:
« Reply #6 on: January 18, 2014, 09:13:02 PM »
sure, you could do that, but it's not the better solution... not in my opinion...

the rigidbody projectiles could  pass through the targets without registering a collision... i've had this occur before...

i think you are on the right track with the scanner... 

--Mike
« Reply #7 on: January 18, 2014, 09:31:08 PM »
ah good, i will try to work on it, thanks!! ;)
See my web:
« Reply #8 on: January 19, 2014, 05:27:35 PM »
My head is on fire, i don't know how do the script, i tried using iObjectScan and i can make it work, in the game i use the script of scannerdemo.3dr but im having the issue on the game :-\
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« Reply #9 on: January 19, 2014, 05:31:49 PM »
FJ... use the Scanner Object, just the way you were doing... scripting doesn't necessarily mean abandon the objects... in this case the Scanner object is tight and clean, and worth using even if the logic has to be supplemented with some scripted logic...

your supplement here is to determine if a desired target has been scanned so you can start your timers... (which now can be a script integer variable)...

simply put get the object handles of each scanned object from the scanner object (linked to the script it is one of the IN vals)  and compare it to a list of the desired objects that are legit targets...

--Mike
« Last Edit: January 19, 2014, 05:37:02 PM by Mike Hense »
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