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Encroaching vehicles on Engineer summon  XML
Forum Index -> Druids RPG Development
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Moof

Wicked Sick!
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Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
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Okay. Here's what's going down. There are two functions for pawn collision in vehicles. RanInto is called when a vehicle moves another pawn out of the way. It does damage according to team, the vehicle's speed, and whatever else. Another function handles the crunching noise.

What we're looking at, I'm fairly sure, is EncroachingOn. This is called when, according to the comments, a pawn cannot be moved out of the way. Basically, it does 10k damage to anything it's telefragging.

But! I created an inventory object spawned in new vehicles for 3 sec that traps EncroachingOn and returns false without doing damage. But it appears that my inventory item's EncroachingOn is never called.

Any ideas? I can commit the inv object and my code changes, if you guys would like to see it.

Other options: trap the spawn process and return an error if players are nearby; move players out of the way; trap EncroachingOn and force it to RanInto.

The code to consider is part of Actor.Pawn and is extended into .Vehicle, but not .Vehicle.SVehicle or .Vehicle.SVehicle.ONSVehicle.

Something else to consider: The turrets do NOT have this telefragging problem, and are class Vehicle.ASVehicle.

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
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