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Found 8 results

  1. Building/character collision issues

    Hi, guys. I'm trying to create a ruined city out using the mosque towers and minarets from the religious prop subsection, but for some reason, if I have a minaret lying diagonally (say, it's up against a building), my player character can't move under or around it because of some strange invisible walls. Is there any way to fix these collision issues? I can post a screenshot if my explanation is unclear. Thanks so much! EDIT: Here's a video demonstrating the problem.
  2. I'm making a desert outpost scenario where its necessary that AI can walk over a fortification made with "ramparts". I can achieve this in zeus by placing the obstacle after giving a move order to a unit, like seen in the picture, and I've seen AI randomly walking over editor placed "ramparts" before but I can't achieve this result consistently. Does anybody have a solution for this?
  3. Right now I am working on a mission file, I have a composition that spawns a few objects. One of the objects is a lazier wall/barrier - now right now if I put the composition down in Zeus, this wall/barrier will not let players go through it, but will allow vehicles to go through, and that's what I want it to do. However, in 3den Editor, when spawning the composition down, and playing the scenario, players can not walk through (like I want), but vehicles will no longer go through (which I want them to be able to go through). Any ideas on how to get this to work? In the editor I have enableDamage set to false, and enableSimulation set to false as well.
  4. So I've got a small problem with my terrain. There are a lot of bushes wich have collision. Usually that's totally fine but when there are big fields of bushes, those will block shots far too good. (making infantry within those fields nearly invulnerable) So I'd like to turn off the collision on those bushes to offer better gameplay. Is this possible at all? And if so, HOW do I do it? I haven't found any setting or option. (Of course I could rework all fields so that they just consist of a texture with those bushes added as clutter. But I wanted them to be good spots for hiding. And clutter will disappear on lowest gfx setting ingame, wich completely ruins the purpose of those dens bush-fields)
  5. Hello everyone. I'm creating a spawner that spawns around 300 different items in the 400 m2 range. How can i make my script detect if two objects spawn in each other? This is my script: _Locationx = floor random [-85,0,85]; _Locationy = floor random [-85,0,85]; _AllStr = Selectrandom ["Land_Wreck_Hunter_F","Land_Cncbarriermedium_F","Land_HBarrierBower_F","Land_toiletbox_F","land_bagbunker_small_f","land_ancientpillar_damaged_f","land_ancientpillar_fallen_f","land_ancientpillar_f","land_cinderblocks_f","land_pallet_vertical_f","land_bricks_v2_f","land_bricks_v1_f","land_bricks_v3_f","land_timbers_f","land_bagwall_long_f"]; _randomD = floor(random 360); _Str = createVehicle [_AllStr, getMarkerPos "area1", [], 0, ""]; _Str enablesimulation false; _Str allowdamage false; _locationstrX = (getPos _Str select 0); _locationstrY = (getPos _Str select 1); _Str setPos [_locationstrx + _Locationx ,_locationstry + _Locationy,9.293]; _Str setDir _randomD; [_Str] execVM "Hitcheck.sqf"; I hope someone has a solution to my problem. Draoth
  6. Hi guys! Simply asked: Is there a way to prevent this? :D How can I enable collision for the container so that it doesn't go through walls or other objects? Thanks a lot!
  7. Collision Model Issues

    Hey guys... I got problems. I created a 3 Level Complex. Its Awesome. I'm currently trying to get the upper level in game (OFP GOTY) since its the simplest level. lowest polys verts & textures. I created this in 3DS Max 2010. My collision Model consists of basic 3DS Max Boxes. 8 Verts & 12 Triangles per box. I used a simple Attach in Max to make it 1 Piece. I did not weld verts or anything crazy. Its set as Geometry LOD. I went to Structure/ Topology/ Find Components... then I went to Structure/ Convexity/ Component Convex Hull. (I read that here in a thread) Now it half way works. It gives resistance upon contact however if i keep pressing forward i can push threw my walls... Note* Also i tried adding Mass. Its a building... so i added a lot of mass. Ive no Idea what mass is actually for. Nor do I know how its Calculated. I would assume its for objects with buoyancy... like a boat or an airplane. But i tried it anyway. I didn't notice any effect. Anyone know what I'm doing wrong? Any advice is def appreciated.
  8. Hi BI! Sometimes when the unit running inside the building they appear outside the wall and when his position get updated he disappear. This issue is exist with your avatar too. On the left side i visualize how it's working now. On the right side, how it should be. The correction should happen before the rendering of the frame. I know that is not that simple, but this issue has major impact on the gameplay. It could reveal units position inside the building. Are you aware of this issue? Could you estimate when it's get fixed? Apex or post Apex or maybe never? Are you planning to fix it? More examples coming. Feel free to add. Edit: Maybe it's just for me, because sometimes i have <20 FPS.
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