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Thread: [Solved]Collision problem(LinkBeam trace)

  1. #1
    DuckSauce
    Guest

    [Solved]Collision problem(LinkBeam trace)

    I've an object that the LinkGun is supposed to attach to, for starters I just had this have the Barrel mesh, it worked then.

    Then I went a bit further and instead of a mesh made the object be represented by the Shock Ball's particle effect.

    Worked fine, but no collision at all, used a CollisionCylinder to get Collisions working, unfortunately it only works for the player, the LinkBeam will just pass straight through as if nothing's there.

    I know from past experience I can succesfully link the LinkBeam with ShockBalls and for this object I'm trying to mimic that behaviour.

    Anyone can point me to the simple fix this probably requires?

    Here's my current default properties:
    Code:
    DefaultProperties
    {
     //   Begin Object Name=StaticMeshComponent0
     //           StaticMesh=None
     //   End Object
    
    	//Components.Remove(StaticMeshComponent0);
    	StaticMeshComponent=None
    
    	GatherPointEffectTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball'
    
    	bCollideWorld=true
    	bProjTarget=True
    
    	bCollideComplex=true
    
    	Begin Object Class=CylinderComponent Name=CollisionCylinder
    		CollisionRadius=64
    		CollisionHeight=64
    		AlwaysLoadOnClient=True
    		AlwaysLoadOnServer=True
    		BlockNonZeroExtent=true
    		BlockZeroExtent=true
    		BlockActors=true
    		CollideActors=true
    	End Object
    
    	CollisionComponent=CollisionCylinder
    	CylinderComponent=CollisionCylinder
    	Components.Add(CollisionCylinder)
    
    	bCanBeDamaged=true
    	bCollideActors=true
    }

  2. #2
    DuckSauce
    Guest
    Been looking at the WeaponCalcFire function and Collision Reference, still can't figure out why the LinkBeam is going straight through the collision cylinder...

    Anyone?

  3. #3
    DuckSauce
    Guest
    Finally fixed it, I thought it'd be a good idea to try to recompile the map now that it was only using particles instead of a static mesh. Turned out the object wouldn't even show in the editor, since I guess the editor won't show the particle effect hehe.

    Found Sprite which could be used to display a sprite in the editor, I could see the objects and recompile them into the map then, but still didn't work in game and got the following warning: DynamicSMActor has a StaticMeshComponent with NULL StaticMesh property

    So instead of using the sprite I decided to use the barrel mesh again, but like this instead:
    Begin Object Name=StaticMeshComponent0
    StaticMesh=StaticMesh'Interactive_Meshes.SM.Barrel _01'
    HiddenGame=True
    End Object

    (And setting the CollisionComponent to the CollisionCylinder instead of the StaticMesh)

    Now I have a barrel respresentation of my ShockBall particle effect using object in the Editor, but the Barrel won't be seen in game as it should. However now the compile warning is gone and the link beam is detecting my object now finally!

    So problem solved!

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