Little EntityCollided issue!
Blitz3D Forums/Blitz3D Programming/Little EntityCollided issue!
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Hi, I'm doing a pick-up-gun script now, but I have a problem with EntityCollided! This is a snip of my code: const type_camera=1,type_weapon=2 ... entitytype camera,type_camera entitytype weapon,type_weapon ... while not keydown(-1) ... if entitycollided(camera,type_weapon)<>0 then runtimeerror "Camera and weapon collided!" endif ... wend That runtimeerror is only temporarily, so I can know when the camera hits the weapon (never). If some reason it never hits the weapon. The game is first person, and the camera radius is 6. When I run over the weapon, I don't get the runtimeerror saying that it collided. What can be wrong? |
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What is your collisions command? |
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collisions type_camera,type_weapon,2,2 |
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The collsion system has always seemed to behave...weirdly (did I say buggy?) in the few tests I made. Try to do also collisions type_weapon,type_camera,2,2 just in case... |
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I've tried that, but with the exception of EntityCollide, are there other ways to check if collided with a specific entity then? I need to check if one entity has collided with an another with an if statement, so I can myself deside what to happen. Got any ideas on why EntityCollide won't seem to work? |
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1) CountCollisions 2) Did you put a call to UpdateWorld? |
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Yes, all collisions behave normally (like walking stairs, and it doesn't fall throught the ground), except the one that uses EntityCollide. |
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maybe you missed an entityradius command somewhere or something real simple :) |
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Yeah, I suppose I've missed something simple, but the big problem is finding what. EntityRadius is there. |
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Hmm, seems like EntityCollided only works when I'm NOT calling UpdateWorld! Weird!!! |
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Any workaround on that? I definitly need UpdateWorld... |
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Ah, stupid me! I was doing UpdateWorld at two places in the code. One time inside a function, and one more time just before RenderWorld. Like Sinu said, it was something very simple, only a pain in the ass to figure out what. |
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"Hmm, seems like EntityCollided only works when I'm NOT calling UpdateWorld! Weird!!" that made me think that updateworld was called twice/somewhere else too, only just saw the post :) |