Jenny Carlos
Registered User
Join date: 30 Aug 2005
Posts: 52
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08-31-2005 02:11
Im a gunsmith and I have a problem with my bullets..
When the gun is in No Bump mode the bullets can do anything they want other then cause damage or bump (push) avatars... Ive done this by simply useing two diff bullets in the gun..
If you look close you notice the bullets pass right through an avatar unless it hits an attachment and then either dies from timer or from hitting a wall or something else other then the avatar.. This is really not a big problem like I said when in no bump mode..
BUTT: When in bump (push) mode the bullets are not pushing the avatar because the collision isnt being detected when the bullet hits the avatar..
I belong to a gun club and have noticed that a lot of my guns that use to work with there targets dont anymore or only half the time..
Is this a bug?
Is there some special collision I can use other then startcollision or what ever it is ?
Thanks again everyone
Jenny Carlos
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
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08-31-2005 10:31
Try making your bullets have on VolumeDetect, and then have them die when they get a collision.
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Impulse Murakami
Registered User
Join date: 13 Sep 2005
Posts: 1
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Same problem, less talented scripter
09-13-2005 05:27
I'm pretty much having the same problem, my bullets hit howerver, but only push very ocasionally. I can shoot a physics enabled sphere 30 times before it actually uses the script to push instead of just the impact of the bullet. If the fix would still be the same, where would I put it in the script? Any help would be greatly appreciated. 
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Jenny Carlos
Registered User
Join date: 30 Aug 2005
Posts: 52
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09-13-2005 06:41
Use the method above but also change your bullet form into a rather long tube/ Ive found that a skinny long tubular bullet will hit everytime. If you dont like how it looks then texture it with a transparent texture. You may also find that the bullet will tumble you can mess with the orientation of the rezing of the bullet to stabilize it.
Welcome to the wonderfull world of Second Life weaponry. Please create responsible weapons or at least give good notice as I do with any push weapon I create. The lindens didnt create the push function for guns. Also always use die timers and edge of sim detection to keep garbage from collecting on peoples land lol ! Enjoy and hope to see some of your creations get in touch With me.
Jenny Carlos
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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09-13-2005 08:35
There's a known problem with the physics engine and how it calculates impacts, especially of small fast moving objects (e.g. bullets).
I'm afraid I can't remember all the details, but I remember someone sending in a forum post (maybe hotline to Linden) asking about how to make the equivalent of sandbags around their firing range so they didn't shoot their neighbours.
Bullets, especially hitting thin objects are likely to 'tunnel through' without triggering the collision events, because Havok guesses and guesses wrong for these sorts of events quite often. I've had a quick search and can't find the post, but don't have a lot of time right now. I'm pretty sure it was Andrew Linden that explained it - it might help you find it and might explain what's going on more clearly than my memory.
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