collision primitives (solved)

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FragMe!
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collision primitives (solved)

Post by FragMe! »

This is a question that the more experience users of XSI/msh exporter might know.

Anyway I am making new animated door models, the animation works great in game but I am having problem with the collisions. I am using primitives as that's what they have to be but there are two things, first when doing the export i get an error message "Argument 0 is invalid" and while the collision does work in game, it moves with the door, it only has collision for ordinance. You can walk through the door bits and if you throw a det pack or a mine at the door it goes right through. I am okay with this but it is a bit of a surprise for anyone on the other side of the door :D
I have tried putting in qualifiers in XSI (p_-svbot-cube) as well as tried putting the appropriate things in the odf as well (soldiercollision = "p_cube") but none of these seem to work.

So I am wondering if someone has had good success with primitives and can let me know what and if I am doing wrong or if there is a problem with the exporter addon and it is a pandemic problem

Any help would be greatly appreciated.
Last edited by FragMe! on Sun Dec 02, 2007 11:26 am, edited 1 time in total.
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AceMastermind
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Door collision

Post by AceMastermind »

Yeah i've noticed that collision just acts weird no matter what you do sometimes, you could try the -donotmergecollision switch in a msh.option file and see if it helps.
It looks like you've tried everything already, but you don't need building or terrain collision and you only need vehicle collision on the door if it's going to be placed where a vehicle might come into contact with it.

For reference, this is how the kam_bldg_podroom_door.msh is setup:
Image

kam_bldg_podroom_door.odf

Code: Select all

[GameObjectClass]       

ClassLabel  =   "door"
GeometryName    =   "kam_bldg_podroom_door.msh"


[Properties]        

GeometryName    =   "kam_bldg_podroom_door"
AnimationName     = "kam_prop_podroom_door"
Animation         =     "open"

AnimationTrigger  =     "hp_door 4"

OrdnanceCollision = "p_door"

OpenSound = "big_door_open"
CloseSound = "big_door_close"
LockedSound = "vehicle_equip"
FoleyFXGroup    = "metal_foley"
kam_bldg_podroom_door.msh.option

Code: Select all

-vertexlighting -boundingboxscale 1.5
FragMe!
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Re: collision primitives

Post by FragMe! »

Hmmm I just did some more playing, didn't put in any parameters, followed the structure tree as shown (thanks) and now it works fine. I still get the Argument error but I am willing to ignore it.


Can be locked and maybe added to sticky thing cause it is helpful :)
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