I have been working with various types of collisions in blitz3d to try and find out the best way to tell when a player bubble collides with an item laid out in a grid format, such as 6x6 grid, each item is different, and what I want to detect is number one the location of the collision, then if the item collided with is the same number as the player already, if so, remove item from the screen, add points etc.. if not, merely change the player into that item, return player to place outside of grid he was before shooting into the items. To complicate this process, I also want to track multi-hit combos, such as if the player hits an item, and there are more than one of that item next to each other, then add the points up collectively plus a multiplyer ex. 4xpointvalue + 500 bonus for it being a 4 combo.
I know this is alot to take in, I had it semi-working but had to use meshesintersect to get it to work properly, and never did get the multi-item combo's working. When I tried to improve the method, to speed up the player and to debug it, as sometimes the player would not return to correct location fast enough, and would get stuck.
The method I was using to ensure the player was facing the correct item was to use a pivot, which depending on what direction the player was on, 1-4 it would simply place the pivot at the items location that the player was facing, then I would pointentity the player at that pivot, then shoot the player until countcollisions > 0 for the player, then try to get the number of the item the player collided with. This basically worked,
I was just wondering, in the community you guys have been so helpful, there must be a better / faster more accurate way to detect the collisions, including multi-combos, and ensuring the player gets returned to his previous place, consistantly and without failure.
Also, I had enclosed the items in a 4 walled arena, and checked for collisions between the player and the walls also, so if the player shot where there was no items, it would collide with the walls, if true then I merely returned the player to where he was before shooting.
There must be a simpler way, maybe enclose the level in blitz made cubes, and check for collisions with those, so I could use the same cubes for each level, maybe just change the texture, instead of making the models and retexturing them in milkshape etc.. Also the scale of the level arena I made is a little large, and the walls are not visible to the player, they are outside of the camera range, what I am thinking is since the view is 800x600 windowed mode, maybe making some blitz cubes, to enclose the 800x600 window around the edges.
I got the bmp fonts working perfectly, thanks to FONtext which is wonderful, and the examples etc.. are great, but one question about that also, how can I get the help files to work in visual blitz like the regular blitz help files ? I have the decls file in userlib, but the f1 quick help does nothing but bring up the blitz regular help window with no topic hi-lighted or anything.
Anyways, that is a small question, I would much rather have examples / help / ideas on my bigger collision woes.
Thanks for everything you guys rock!
Ken
I know this is alot to take in, I had it semi-working but had to use meshesintersect to get it to work properly, and never did get the multi-item combo's working. When I tried to improve the method, to speed up the player and to debug it, as sometimes the player would not return to correct location fast enough, and would get stuck.
The method I was using to ensure the player was facing the correct item was to use a pivot, which depending on what direction the player was on, 1-4 it would simply place the pivot at the items location that the player was facing, then I would pointentity the player at that pivot, then shoot the player until countcollisions > 0 for the player, then try to get the number of the item the player collided with. This basically worked,
I was just wondering, in the community you guys have been so helpful, there must be a better / faster more accurate way to detect the collisions, including multi-combos, and ensuring the player gets returned to his previous place, consistantly and without failure.
Also, I had enclosed the items in a 4 walled arena, and checked for collisions between the player and the walls also, so if the player shot where there was no items, it would collide with the walls, if true then I merely returned the player to where he was before shooting.
There must be a simpler way, maybe enclose the level in blitz made cubes, and check for collisions with those, so I could use the same cubes for each level, maybe just change the texture, instead of making the models and retexturing them in milkshape etc.. Also the scale of the level arena I made is a little large, and the walls are not visible to the player, they are outside of the camera range, what I am thinking is since the view is 800x600 windowed mode, maybe making some blitz cubes, to enclose the 800x600 window around the edges.
I got the bmp fonts working perfectly, thanks to FONtext which is wonderful, and the examples etc.. are great, but one question about that also, how can I get the help files to work in visual blitz like the regular blitz help files ? I have the decls file in userlib, but the f1 quick help does nothing but bring up the blitz regular help window with no topic hi-lighted or anything.
Anyways, that is a small question, I would much rather have examples / help / ideas on my bigger collision woes.
Thanks for everything you guys rock!
Ken