Types and pivots?

Blitz3D Forums/Blitz3D Programming/Types and pivots?

RiverRatt(Posted 2004) [#1]
In my game I am making, I want the player (which will always face z, or north) to have a two entities atached to it; p_ship\shield,p_ship\cam.
At first I just had it like this... all entities just travel the same speed...
TranslateEntity p_ship\speeder,p_ship\x_speed#,0,p_ship\z_speed#
TranslateEntity p_ship\shield,p_ship\x_speed#,0,p_ship\z_speed#
	TranslateEntity cam,p_ship\x_speed#*.75,0,p_ship\z_speed#
	TranslateEntity skysphere,-p_ship\x_speed#,0,p_ship\z_speed#

But when I started putting in collisions if the player hits
something it stops but the camera keep going. So I am trying to give the ship a pivot point so all three entities
are attached to it and react the same durring a collision.

Also I am having a problem with hideentity. the origanal entities are not being hidden, not even the player shield.
not a big problem with just one ship one shield I could use the origanal meshes, but all the enemies will also have shields, and when I position my bullets at the player position these entities are blocking the bullets so I can,t fire when the p_shipx is at or around 0 position. Weird.
Heres the game



Sunteam Software(Posted 2004) [#2]
It would be easier to make the player the parent of the camera (i.e. EntityParent cam,player). As for the meshes not being hidden, I notice you have remmed out your hiding of the shield. However another thing to do is to move the original meshes to some silly place like PositionEntity ent,0,-10000,0. That should help :)