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pX_setgroupcollision doesn't work? #416022
01/27/13 11:03
01/27/13 11:03
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Doesn't it work with PH_CHAR?? Manual said nothing about that.. I tried to use it, to disable the collusions between player and the platform. I use PH_CHAR for both of them (one CAPSULE and another one BOX). But they still have collusions... Using pXent_setgroup doesn't help as well.. when I use it, have no idea why but it messes up the code, so neither player or platform move, if player is standing on it! Can anyone conform this? Or doesn't it simply work with PH_CHAR?

What I actually try to archive, is to make platform be able to pass throw the player, to do not stop on him, but player shouldn't be able to pass throw the platform.

Plus, does pXent_setbodyflag work with PH_CHAR? I can't get it to work as well (it works with PH_RIGID very well).


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Re: pX_setgroupcollision doesn't work? [Re: 3run] #416101
01/28/13 01:43
01/28/13 01:43
Joined: May 2009
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3run Offline OP
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little bump here, I don't this to be vanished..


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Re: pX_setgroupcollision doesn't work? [Re: 3run] #416104
01/28/13 01:50
01/28/13 01:50
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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What are your group numbers, are they 0 or 1?
If nothing works you can move them manually if the player stands on the platform (f.i. disable their physics, move them, or move player first vertically if platform goes up, then the platform, ...).


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Re: pX_setgroupcollision doesn't work? [Re: Superku] #416105
01/28/13 01:58
01/28/13 01:58
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3run Offline OP
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Nope, I use group 3 for player and 4 for platforms.

Everything works pretty nice at the moment.
When I stand on the platform, I add it's velocity as a global vector to player's movement, like this:
Code:
absForce.x += you.speedX;
absForce.y += you.speedY;

Z - adaptation isn't needed, as it's made by gravity, and anyway, platforms don't move in Z direction, only X or Y.
This is just a idea of how I make player move with the platform, it's framerate independent in script (not as in example).
Thing is, that when player falls down from the platform, it tries to move throw him, and starts moving upwards (cause of capsule hull).

Edit: I didn't really understand, what you've mean by moving them manually.. I already to move them manually, do I?


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Re: pX_setgroupcollision doesn't work? [Re: 3run] #416106
01/28/13 02:09
01/28/13 02:09
Joined: Sep 2003
Posts: 6,861
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Superku Offline
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Superku  Offline
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I thought you were talking about z-platforms, and I thought the upward movement was blocked by the player, so never mind then.


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Re: pX_setgroupcollision doesn't work? [Re: Superku] #416107
01/28/13 02:19
01/28/13 02:19
Joined: May 2009
Posts: 5,370
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3run Offline OP
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sad.. frown I hope someone will be able to lend a hand...


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Re: pX_setgroupcollision doesn't work? [Re: 3run] #416117
01/28/13 05:16
01/28/13 05:16
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
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Hi,

Firstly, using physX3 plugin you can do grin
Code:
pX3ent_setcollisionflag(capsule, cube, PX_PF_IGNORE_PAIR);



With the physX2 plugin, I think that collision filtering doesn't work with CCT. A thing you can do is create an invisible trigger bellow your moving platform. When your cct enters the trigger, you set the trigger flag of your moving platform (So cct will not collide with it). You need to reset it when cct is leaving the trigger volume.

Re: pX_setgroupcollision doesn't work? [Re: 3dgs_snake] #416145
01/28/13 10:35
01/28/13 10:35
Joined: May 2009
Posts: 5,370
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3run Offline OP
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If it doesn't work in native physics.. then it's very uncomfortable and makes the movement almost useless.. Maybe it's kind of a bug? Or doesn't physX2 support it for the CCT?


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Re: pX_setgroupcollision doesn't work? [Re: 3run] #416146
01/28/13 10:45
01/28/13 10:45
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
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3dgs_snake  Offline
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TANA/Madagascar
No, I think It's not a bug. Group collision mask needs to be provided while moving a cct in physX2. I think that the physX plugin have all groups activated.

Re: pX_setgroupcollision doesn't work? [Re: 3run] #416208
01/29/13 05:01
01/29/13 05:01
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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Lgh
Originally Posted By: 3run
Doesn't it work with PH_CHAR?? Manual said nothing about that.. I tried to use it, to disable the collusions between player and the platform. I use PH_CHAR for both of them (one CAPSULE and another one BOX). But they still have collusions... Using pXent_setgroup doesn't help as well.. when I use it, have no idea why but it messes up the code, so neither player or platform move, if player is standing on it! Can anyone conform this? Or doesn't it simply work with PH_CHAR?

What I actually try to archive, is to make platform be able to pass throw the player, to do not stop on him, but player shouldn't be able to pass throw the platform.

Plus, does pXent_setbodyflag work with PH_CHAR? I can't get it to work as well (it works with PH_RIGID very well).

Check out what is going on in the sourcecode with pXent_setbodyflag?


Regards, Robert

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