Ricebug on 29/1/2014 at 20:11
We've all seen it, those barrels with no collision detection, even though it's checked. Today, I plopped one into my mission, flipped it upside down, did a 'Floor Me,' and the monolog immediately spit out the following message:
[INDENT]WARNING: Floored object (433) did not end up in a valid physics pos, collision detection will fail!
[/INDENT]
However, when I cloned the flipped barrel, it had normal collision detection (CD). The first barrel had none. When I deleted the FIRST barrel, the cloned barrel lost its CD. To add to the problem, when I deleted all the barrels and started over, CD failed on all of them regardless of orientation.
And yes, Location/Rotation was checked. I'd like to know how to fix the problem instead of planting a rail post in the center of each barrel to mimic CD.
ZylonBane on 29/1/2014 at 20:12
Have you examined the physics bounds of these barrels to ensure that they match their visual dimensions?
Nameless Voice on 29/1/2014 at 20:27
Move the barrel up a little bit, above the floor.
Barrels have a model which is smaller than their physics model, which means that if you floor them, their physics sphere is in a solid and the game disables it.
Yandros on 30/1/2014 at 00:54
Yup, same thing can happen if it's too close to a wall.
LarryG on 30/1/2014 at 01:50
IIRC, I adjusted the physics of the archetype in my standard gamsys.
Ricebug on 30/1/2014 at 12:01
Must be the wall then, because I can still walk through them. Raising them up didn't fix problem. Looks like it's gonna be the ol' invisible 10' iron fence trick.
Yandros on 30/1/2014 at 13:07
Nah, you can get it to work unless you just need it right up against the wall. You can try fiddling with the size of the model's sphere, and if you don't care about the player being able to move it by bumping it, you can change the model type to OBB. Then be sure to set Location, Rotation under Controls and set the Dimensions appropriately. The show_phys_models command is extremely useful here.
SlyFoxx on 30/1/2014 at 15:08
Beats my old trick of just creating them a unit off the ground and letting them fall when the game starts. :o
Ricebug on 30/1/2014 at 17:40
Quote Posted by SlyFoxx
Beats my old trick of just creating them a unit off the ground and letting them fall when the game starts. :o
Yeah, I tried that but the wall is too close. I'm in cramped quarters, so I'll implement Yandros' recipe.
nickie on 30/1/2014 at 17:59
Quote Posted by SlyFoxx
Beats my old trick of just creating them a unit off the ground and letting them fall when the game starts. :o
If I remember rightly, falling crates at the start was the reason that one, maybe two, guards in Resonance went on alert in the ghost level and consistently failed the mission for me.