Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 953 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 3 1 2 3
Re: PhysX movement [Re: Vyshess] #388162
11/28/11 20:48
11/28/11 20:48
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Probably you should call the explosion function for every entity,
because pXent_addexplosion only affects it's own entity.
I got it working some time ago.


Check out the throwing game here: The throwing game
Re: PhysX movement [Re: Roel] #388186
11/29/11 13:33
11/29/11 13:33
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
-_-
Just loop through all entities and do pXent_addexplosion.
Its so easy...

Re: PhysX movement [Re: Ch40zzC0d3r] #388204
11/29/11 18:07
11/29/11 18:07
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
Junior Member
Vyshess  Offline OP
Junior Member

Joined: Dec 2009
Posts: 53
Ah!! that is what i wanted to know. it effects only it`s own entity.
that means the box (and any other entity that should be effected by the explosion) need pXent_addexplosion and not the bomb itself!

@Ch40zzC0d3r ...it isn`t so easy..it would be easy if the explosion of one entity hits all physical entities. But thanks for your help guys!!


A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #388208
11/29/11 18:28
11/29/11 18:28
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
No problem wink
Now to your new problem:
My solution was to make a c_scan and give the box the event for scan_detect. Now when it get scanned, i calculate the difference between the object and the explosion (position). Than I add this factor to the explosion and all is working fine.

BTW: It is so easy. Try what I said in the post above. All entities are looped and will "explode". I will test this now too.

Re: PhysX movement [Re: Ch40zzC0d3r] #388210
11/29/11 18:42
11/29/11 18:42
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
Junior Member
Vyshess  Offline OP
Junior Member

Joined: Dec 2009
Posts: 53
okay i use c_scan and it works! but now i have another problem. the box flys to fast..even by a force of 5. so i set a mass for the box. 50 is a good value because the box behaves as i want.but now the box falls through the level. i tried different values. if i use 9 or less the box lands correctly on the ground. if mass is 10 or more, the box falls through the ground...is this a bug???

Last edited by Vyshess; 11/30/11 18:07.

A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #388345
12/01/11 17:07
12/01/11 17:07
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Just make the explo parameters smaller. Not just 1. Decrease both! This will work.

Re: PhysX movement [Re: Ch40zzC0d3r] #388431
12/02/11 20:31
12/02/11 20:31
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
Junior Member
Vyshess  Offline OP
Junior Member

Joined: Dec 2009
Posts: 53
i decrease both! but this can`t be the reason, because even if i touch the box with the player, the box falls through the ground.


A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #388456
12/03/11 08:22
12/03/11 08:22
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
You should set the ground px_plate type!
When this dont works I dont really have an idea frown

Re: PhysX movement [Re: Ch40zzC0d3r] #388583
12/04/11 18:48
12/04/11 18:48
Joined: Dec 2009
Posts: 53
Vyshess Offline OP
Junior Member
Vyshess  Offline OP
Junior Member

Joined: Dec 2009
Posts: 53
suddenly it works...don`t know why...
okay, back to the movement of the player. the bomb (the box and other entities) falls down very realistic. but the player falls very fast and strange from a platform.and the bomb can land on other entities (like the box)..the player couldn`t. is it possible to fix that?


A8 Commercial
A5 Standart
---------------
created games: - Bomber Maniacs
Re: PhysX movement [Re: Vyshess] #388619
12/05/11 06:04
12/05/11 06:04
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
You need to set some infos about your player like mass etc.

Code:
pXent_setmass(my, 50);
pXent_setdamping (  my, 50, 50 );
pXent_setfriction(my, 20);



Hope this helps you.

Page 2 of 3 1 2 3

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1