Projectile collision with BSP

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CaptainPoopface




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Projectile collision with BSP

Post by CaptainPoopface »

Is there a way to make the BSP permeable to a particular projectile? I remember that Wall Walker had an option to null the projectile collision for the BSP, but it applied to all projectiles and surfaces. So your grenades would fall through the map, and rockets would go through walls, etc. I want to do this for one projectile while making the others still detonate/disappear at BSP collision. Ideally, it would be nice to also control which materials are permeable (for example, only metal, or only stone).

I've adjusted the material responses of the projectile so that it passes through blocs without detonating, but BSP contact always means detonation.

Is anyone still familiar with the workings of Wall Walker? Can I null BSP collision for one projectile and not the others?
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Skrillaka





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Post by Skrillaka »

So your meaning to Make it so only one type of projectile will go through certain types walls and hit a destination somewhere else beyond that wall?

If thats the case I have no clue :D

As you said before nulling the collision of a wall or object would be great but seeing through a wall is another thing..

Maybe a new program needs to go out?

If anyone is bothered to do so?

cheers
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NotZachary82





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Post by NotZachary82 »

shrillakilla, you post in all the threads where you have no idea what you're talking about >_>

my guess, captainpoopface, would be to use a projectile that has an [hlmt] and null the [phmo] and [coll] (if they even have that :?)
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bumlove




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Post by bumlove »

NotZac, not the way I'd think of no coll means it would never hit anything biped or anything, I myself would guess its a matrial responses thing, Overpenitrate with no frictions? I'm not sure,

I myself am very close to making ANY Bsp surface in to any material (wood metal water etc) I'll be asking how to make proper this evennig once iget back to my pc
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Skrillaka





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Post by Skrillaka »

I try to be helpfull

It makes me feel better

And it's s-k-r-i-l-l-a-k-a

Sure nulling the collision would help a bit :P

but I had no idea you could do that
so yea I might sound silly

So i'll be quiet huh? :wink:
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NotZachary82





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Post by NotZachary82 »

no its ok. it just looked like you were on a spamspree. im fine.

oh yeah lol. you are skrillaka. i need glasses.
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Skrillaka





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Post by Skrillaka »

:wink:

no probz

Um back to subject

Is there anyway to make a projectile have Both [phmo] and [Coll]?


like add the two tags in? :?

thanks
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kibito87




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Post by kibito87 »

Skrillaka wrote::wink:

no probz

Um back to subject

Is there anyway to make a projectile have Both [phmo] and [Coll]?


like add the two tags in? :?

thanks
Yes but that would be nonsense. It would be much more efficient to use a projectile that already contains these tags. Do this by duplicating the projectile then editing whatever you would like to change about it.
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ogrish




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Post by ogrish »

I was working on a railgun some time back, but i nvr finished.
when zoomed your supposed to see thru walls, but wireframe using yelo was all i could do. And of course all my projs went thru walls from using WALLWALKER. It would stick in wireframe too.

so it was disscontinued.

But ill play with it some more, and ill post if i figure it out.
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CaptainPoopface




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Post by CaptainPoopface »

I think it will work if I null the coll and give the projectile a material response specific to the chief and the elite.

But this idea has ceased to be a part of the mod I am working on.
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