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  1. #1
    MSgt. Shooter Person
    Join Date
    Oct 2010
    Posts
    98

    Default Touch event on staticmeshactor's collisionbox not actor's bound

    Hi~,
    I got a staticmeshactor, set its collision box, and its touch event works fine.
    But I notice that the touch event just be fired when two actor's bounding box(the blue bounding box) touch each other.
    What I want is only the red collision box could fire the touch event.
    thanks for anyone's help.
    Code:
    DefaultProperties
    {
    	bMovable=true
    	bNoDelete=false
    	bStatic=false
    	bBlockActors=false
    
    	bCollideWorld=false
    	bCollideActors=true
    
    	bWorldGeometry=false
    
    	BlockRigidBody=false
    	
    	bCollideComplex=true
    	Begin Object Name=StaticMeshComponent0
    		StaticMesh=StaticMesh'PAK_TC.StaticMeshes.SM_Blocker01'
    
    		RBChannel=RBCC_GameplayPhysics
    		RBCollideWithChannels=(Default=TRUE,Pawn=true,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
    		bNotifyRigidBodyCollision=true
    		CollideActors=TRUE
    
    		bForceDirectLightMap=false
    		bUsePrecomputedShadows=false
    
    		bDisableAllRigidBody=true
    
    		BlockNonZeroExtent=False
    		BlockZeroExtent=false
    		BlockActors=false
    		BlockRigidBody=false
    	End Object
    }

  2. #2
    MSgt. Shooter Person
    Join Date
    Jan 2008
    Location
    California, USA
    Posts
    181

    Default

    Try this
    Code:
    defaultproperties
    {
       Begin Object Name=CollisionCylinder
          CollisionRadius=+60.0
          CollisionHeight=+90.0
          CollideActors=True
          BlockRigidBody=False
       End Object
       CollisionType=COLLIDE_TouchAll
       CollisionComponent=CollisionCylinder
       Components.Add(CollisionCylinder)
    bCollideWorld=True
       bIgnoreEncroachers=True
       bPushedByEncroachers=False /* if true, vehicles can push this actor */
       bCollideWhenPlacing=True
    
    
     bMovable=true
    	bNoDelete=false
    bStatic=false
    	bBlockActors=false
    
    	bCollideWorld=false
    	bCollideActors=true
    
    	bWorldGeometry=false
    
    	BlockRigidBody=false
    	
    	bCollideComplex=true
    	Begin Object Name=StaticMeshComponent0
    		StaticMesh=StaticMesh'PAK_TC.StaticMeshes.SM_Blocker01'
    
    		RBChannel=RBCC_GameplayPhysics
    		RBCollideWithChannels=(Default=TRUE,Pawn=true,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE)
    		bNotifyRigidBodyCollision=true
    		CollideActors=TRUE
    
     	bForceDirectLightMap=false
    		bUsePrecomputedShadows=false
    
    		bDisableAllRigidBody=true
    
    		BlockNonZeroExtent=False
    		BlockZeroExtent=false
    		BlockActors=false
    		BlockRigidBody=false
    	End Object
    }
    Snake
    Author of UT3Dom mod (Domination games for UT3)

  3. #3
    MSgt. Shooter Person
    Join Date
    Oct 2010
    Posts
    98

    Default

    thanks HKLM, CollisionCylinder is not what I want...


 

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