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Seperate 'Touch' Cylinder on KActor Pickup

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    Seperate 'Touch' Cylinder on KActor Pickup

    I've been wracking my brain over something I thought would be relatively simple - making a KActorSpawnable which has its own collision cylinder that detects the player entering it, so it can then be 'picked up'. I stayed up most of the night trying to figure it out but I'm stumped. Here is what I'm trying:

    Code:
    	Begin Object Class=CylinderComponent Name=CollisionCylinder
    		CollisionRadius=+0034.000000
    		CollisionHeight=+0078.000000
    		BlockNonZeroExtent=false
    		BlockZeroExtent=false
    		BlockActors=false
    		AlwaysCheckCollision=false
    		CollideActors=false
    	End Object
    	CylinderComponent=CollisionCylinder
    	Components.Add(CollisionCylinder)
    	
    	bNoEncroachCheck = false
    As you can see, I've set BlockActors to false and CollideActors to true, yet the cylinder doesn't seem to care and it will still block the player as if it were a wall. It also seems to disable the RB physics on the mesh itself.

    #2
    I use KactorSpawnables for pickups,
    If you check the pawn touch function, when you hit a kActorSpawnable it triggers whenever you hit it. "Override pawn touch event or bump "

    Also you have foreach all colliding objects, function. " You could run a foreach colliding objects whenever a key is pressed "

    That's an option from using messy collision cylinders.

    If you don't see something clear tell me.

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