View Full Version : Can a Object Collide Only With a Specific Class ???
daimaku
09-11-2010, 03:53 PM
hello i'm trying to do a simple thing (in theory); i have an object, that i want to have collision block only with my bots, but not with the player's pawn, this mean, the player can walk trhought the object (with no collision) but the enemies can not pass trought the object (with collision).
i'm trying to find out how to do this, but i can't find a way.
and additional note, my player and my bots are extending both from gamepawn.
can somebody tell me some advice on that ? thanks in advance for the help ....
a_karimi
09-11-2010, 07:38 PM
<sorry! posted it wrongly :o, please ignore it>
daimaku
09-11-2010, 11:21 PM
<sorry! posted it wrongly :o, please ignore it>
why you say that my question is posted wrongly?
a_karimi
09-11-2010, 11:42 PM
why you say that my question is posted wrongly?
No! Not your question, I meant my post placed wrongly! :D I wanted to reply another thread but I think I pushed the "Post Reply" button in your thread, so it got into a wrong place:rolleyes:
Your post is definitely in a right place and I'm personally interested to see if that kind of collision is possible or not. :)
donamin
09-12-2010, 12:02 AM
i think i can answer your question theoretically! it's obvious that you can't use collision component for such a thing. i think you should use something like trigger around that object. then you can tell other pawn's to exit the trigger when they enter. what's your idea? is it possible? (because i haven't worked with triggers at all! :D )
toxicFork
09-12-2010, 12:51 AM
You can have a custom collision channel then make both of the objects use that channel AND collide with it.
daimaku
09-12-2010, 10:18 AM
You can have a custom collision channel then make both of the objects use that channel AND collide with it.
i'm trying to acomplish this, but still having problems, i have set the RBChannel of my wall and the enemy to RBCC_Untitled1
then i have run the game and the wall is blocking the enemy and the hero, i have change the collision type to no collision, and the enemy and the pawn can walk throught the wall.
what type of collision type i need to choose to use the collision channel instead of the collision type ???
daimaku
09-12-2010, 11:59 AM
i have read the collision reference on the ud network, and i have readed that the collision channels doens't have any effect when the pawn is use the walking physics.
with that in mind i have changed some things in the game, now if a change the physics of my enemy to "custom" for example, the enemy can not pass the wall, and the player can pass throught it.
but the problem now is, when the enemy is in custom Physics he is not moving and not chasing the player.
is there any physics states that the pawn can be used to move like he is walking ? i'm asking this question because i really need to use the rb channels and with walking physics doesn't work.
thanks in advance for the help.
toxicFork
09-12-2010, 12:31 PM
Hmm it could be because walking physics uses the collision cylinder instead of the rigid body? Just guessing.
daimaku
09-12-2010, 01:16 PM
this if from the collision reference
"RBChannel/RBCollideWithChannel only affects physics engine collision. If your player is using PHYS_Walking, it will have no effect."
any advice to acomplish this ?
mightyenigma
05-05-2011, 09:31 PM
I know someone programmed their own Volume class to have a Touch event that only blocks certain classes:
http://forums.epicgames.com/showthread.php?t=743534&highlight=block+specific+class
But I wonder what extra considerations are needed for a Dynamic Volume....
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