Jump to content
Sign in to follow this  
dealman

Colliding Objects Prevention System

Recommended Posts

This is one of the things I was hoping BI would get rid of with ArmA 3 since it does, in my honest opinion, greatly hinder mission designers from doing what they want accurately. Instead, we're forced to find some other much more awkward workaround - or simply re-work the entire thing.

The way ArmA handles colliding objects just needs to go away, I don't see any reason whatsoever why this system even exists. Even more so when some objects, such as sandbags are allowed to be inside one another to make them look seamless.

Currently, I'm trying to put a climbing obstacle over an H-Barrier(It's slightly taller than the H-Barrier, so it looks very good if placed correctly) but the game keeps pushing the object away from the H-Barrier, and this object is essential for the mission I had in mind - but now I'm at a complete halt as I need to find some workaround.

I do seem to recall there was a workaround by using ArmA 2's 3D Editor, where you'd place the object as you wanted, even if it collided with another - then you'd save the map. The object would get pushed away. Then you moved it back where you wanted, and yet again saved it - and it would after the 2nd save remain at the position you wanted. No matter what it was colliding with.

Share this post


Link to post
Share on other sites

Try spawning the object using the can collide option, place the code in a game logic and use that to get the position

obj1 = createVehicle ["your object", getposatl this, [], 0, "CAN_COLLIDE"];

your object would be the type of object you want to spawn

Share this post


Link to post
Share on other sites

Its really not a big deal, just give the H-Barrier a name and put this in the init of the obstacle:

this setPosATL getPosATL nameofyourbarrier

Or if that is not enough, you could always use attachTo.

Share this post


Link to post
Share on other sites

The H-Barrier is placed natively by the map, thus the odd behaviour.

I will try what F2k Sel suggested shortly.

Edit:

Am having some issues with a trigger of mine. I need to have a few crates within the trigger, and the trigger needs to be triggered by Civilian players. However, it seems the crates are seen as Civilian Units and will therefore trigger it right away.

I'm fairly sure this can be prevented via usage of conditions, but I'm not entire sure how to do it - any suggestions?

Edited by Dealman

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×