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Post by Karvy on Aug 1, 2016 15:48:37 GMT
is it possible to disable collision between imposter rigidbodies? I have scripted a gun that fires imposter object but all of them collide and I can't make them go in a straight line :/ maybe deleting rigidbody's .SPG file?
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Post by TinSoldier on Aug 1, 2016 15:54:40 GMT
when you say collide, do you mean at creation or in project like as if the bullets were colliding with each other after being shot..
we need a little more info ?
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Post by Karvy on Aug 1, 2016 16:33:52 GMT
yes, the bullets collide with each other when the velocity is too low and that gave me problems.
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Post by kulu on Aug 2, 2016 18:32:43 GMT
Hi Karvy
can I suggest using a Projectile Object instead of an Imposter Object, to simulate the bullets firing from a gun.
The projectile object , works with rigid bodies and fires one projectile at a time. Another projectile is fired only after the previous projectile's lifetime expires. So the bullets wont collide with one another, because there is only one bullet active at a time. If you link the Projectile Object to your gun model and specify the gun model as the parent, then the Projectile Object will go wherever the gun Model goes.
You can also link a skinmesh (bullet model) , or a particle object (fire, or smoke) to the rigid body , and this creates a nice result. Every time the rigid body is fired, the linked skinmesh or particle will be fired as well.
You can also untick ' parent inertia ' on the Projectile Object . This will make the linked rigid body (bullet) go in a straight line.
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Post by Karvy on Aug 3, 2016 13:53:20 GMT
Hi kulu, I would do that but if I use the projectile object I must create some 30 rigidbodies linked to the projectile and that costs a lot of processing power so that's why I am trying to script in my project.
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Post by kulu on Aug 3, 2016 18:36:06 GMT
Maybe you can try viewing the 3d rad imposter sample projects. Ive tried experiments , but I failed . Maybe you will succeed. I tried to trigger an imposter creation based on the projectile objects lifetime end. Or when the projectile bullet collides with an object.but I failed. This is a tough one.
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Post by NicusorN5 on Aug 3, 2016 19:11:29 GMT
kulu Just set lifetime to 0 .
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Post by commended on Aug 6, 2016 16:35:01 GMT
Karvy Just go in the imposter config and change the lifetime to "0.1"
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