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sword trace, problem with axis

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  • replied
    alvarofer so if your system works, could you tell me where i got the failure with the location? Did you used several single line tracers or multi line?

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  • replied
    So far i had much better results using traces instead of collision shapes, in fact i had a much better detection with traces..Im doing about 13 Traces along my sword blade and the perfomance hit is null, ( im also interpolating the location, check the location before current and previous frame and make a trace in-between to avoid missing spaces and i use only 2 sockets for the traces with math )

    To ignore the player wearing the sword before applying damage / whatever action you want , check that the hit actor isnt the weapon owner

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  • replied
    Im not really sure about this collision thing. I tried to run several times trough a sword with collision and sometimes he doesnt respond. Btw, how do i ignore the player which is wearing the sword because netcode and so on. :P

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  • replied
    To be honest i took the trace because i thought it drains less performance than collision shapes. Can i turn the collision shape to off if im not making my attack animation? Otherwise it would permanently check for collisions what also drains alot of performance right?

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  • replied
    I think it is better to not using trace to detect hits. Why? because it is slower to perform than collision shapes.
    Use a regular box collision object to wrap around your sword and let the collision do hit detection.
    (you can use multiple box as well if you want damage difference.)

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  • started a topic sword trace, problem with axis

    sword trace, problem with axis

    i want to set tracers on my sword to detect hits. the first one works fine but if i want the second one to be 20px higher on the blade it doesnt work. i think it has something to do that i try to add 20 to the X vector and he's taking the X axis from the world and not from the sword itself.

    how do i fix this problem? any ideas?

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