PositionEntity mayhem
Blitz3D Forums/Blitz3D Programming/PositionEntity mayhem
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Hi! I'm think I'm finally going nuts. I have a game with a character and a level (Mesh). They do collide with eachother. When the character falls below a certain point (water level), the player dies, and it is being resetted. p\x = 23 p\y = 18 p\z = -144 PositionEntity p\entity, p\x, p\y, p\z Nothing scary huh? The gravity fall speed etc is nicely resetted to 0 when the player dies. Now what happens: Sometimes the player is placed on the right spot, but on other occasions, it is placed NEAR the exact spot. E.g: right above the water. This way he dies again immidiately. Or under an object. The offset is in X,Y or/and Z. Now I had the same problem in another game I made. PositionEntity IS positionEntity right? This can't be happening :D |
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try positioning the Entity Then Resetting? sounds like your declaring the collisions BEFORE your positioning |
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PositionEntity, when collisions are active, acts just like MoveEntity. As Neomancer says, you'll need to disable your collisions before you use position entity :) This one had me stuck for an absolute age a while back! |
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what do you mean by resetting? I do Collisions playerCollisionType , mapCollisionType, 2, 3 in the beginning of the game, nothing more :) |
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aaah Ross you posted while I was responding. :) gonna try it out now! |
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GREAT this worked! FINALLY! for people in the future, with the same issues: also updateWorld() after turning off/on collisions |
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Try using ResetEntity after you relocate an entity to re-prime its collision state. This will stop the entity from getting pulled up short at the first object it hits that it is enabled to collide with. |