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  1. #1
    MSgt. Shooter Person
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    Feb 2009
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    Default [SOLVED] Create the size of a dynamic blocking volume when the game starts up?

    Hey!

    I need to set the scale and location of a touch proxy when the class is spawned and then attach it to another class so that when my self-scaled volume is touched it passes the touch along and the
    other class can handle the touch...
    How do I define the size of my brush/volume/touchtrigger in a class?
    Last edited by saiboat; 03-31-2012 at 05:19 AM.
    Working on a spiritual successor to Unreal II's eXpanded MultiPlayer: UDK:XMP

  2. #2
    MSgt. Shooter Person
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    Feb 2009
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    Default

    Solved this simply by putting CollisionComponent in the default properties
    I have another question though: Are there only collisionCYLINDERS for components? How would one go about to have like a door kinda shape as a collision component? So just a box that is higher than its wide.

    EDIT: After VendorX's post below this is what I'm using now. Instead of two cylinders I have a flat door-shaped mesh now as a touchproxy

    Code:
    Begin Object Class=StaticMeshComponent Name=TouchProxy
            StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'
    		BlockNonZeroExtent=true
            BlockZeroExtent=false
            BlockActors=true		
    		HiddenGame=true
    		Translation=(X=0.0,Y=0.0,Z=10.0)		
            CollideActors=true
            Scale3D=(X=0.3,Y=0.02,Z=0.4)
        End Object
    	CollisionComponent=TouchProxy
        Components.Add(TouchProxy)
    Last edited by saiboat; 03-31-2012 at 05:21 AM.

  3. #3
    Banned
    Join Date
    Feb 2011
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    BXL/Paris
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    2,169

    Default

    First of all, BRAVO! You have answered for almost all your questions by your self.
    As for collision, you can have any shape you want - use static mesh as collision.


 

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