Hi ervin,
Yes, you are absolutely right!!!
I tried your method and the coordinates are correct.
Also, if we change codes to
we could successfully be blocked by the houses and not go through them!
Moreover, I find that the starting position is also very important.
1. If x = 2, the starting coordinates are reasonable. camera_pivot is seperated from shop.3ds or other buildings.
2. If x = 10, the starting coordinates are unreasonable. The reason I think: the camera_pivot ALREADY collided with shop.3ds (with EntityRadius overlap!)and this is also related to EntityRadius of shop.3ds and camera_pivot!
(You could tried other values of EntityPosition of camera_pivot. I think these kind of problems could be avoided if tool like "World Assembler" was used as objects are placed visually.)
In battle004.bb, these 2 problems affect the starting coordinates and collisions again.
1. "Floor1": EntityType should after PositionEntity
2. PositionEntity camera_pivot,x,z,y
Now, I could move on to other tutorials...
Thanks a lot.
Sammy
:)
Yes, you are absolutely right!!!
I tried your method and the coordinates are correct.
Also, if we change codes to
.... x# = EntityX(camera_pivot) y# = EntityY(camera_pivot) z# = EntityZ(camera_pivot) terra_y# = TerrainY(terrain,x#,y#,z#)+1.6 PositionEntity camera_pivot,x#,terra_y#,z# touchGround(floor1) touchGround(floor2) touchGround(floor3) touchGround(floor4) TurnEntity nacar,0.5,0.5,0 UpdateWorld RenderWorld ....
we could successfully be blocked by the houses and not go through them!
Moreover, I find that the starting position is also very important.
PositionEntity camera_pivot, x, 6.5, 120
1. If x = 2, the starting coordinates are reasonable. camera_pivot is seperated from shop.3ds or other buildings.
2. If x = 10, the starting coordinates are unreasonable. The reason I think: the camera_pivot ALREADY collided with shop.3ds (with EntityRadius overlap!)and this is also related to EntityRadius of shop.3ds and camera_pivot!
(You could tried other values of EntityPosition of camera_pivot. I think these kind of problems could be avoided if tool like "World Assembler" was used as objects are placed visually.)
In battle004.bb, these 2 problems affect the starting coordinates and collisions again.
1. "Floor1": EntityType should after PositionEntity
2. PositionEntity camera_pivot,x,z,y
Now, I could move on to other tutorials...
Thanks a lot.
Sammy
:)