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0ko



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1st November, 2009 at 19:51:54 -

With iso-metric collisions I had a perfect system set up of sensors at the bottom of the scenery created at runtime so the players feet collided with the bottom of the scenery only.

Then a problemo arises, what if the player wants to take cover from flying bullets?

This diagram should explain it well :
Image

As you can see, the only place the player is safe is if the player is behind the tree and the bullet comes from below (the sensor at the bottom of the tree being a solid object wich stops bullets.

One thing I could do to fix this would be to make all the scenery 100% solid, but then the player wouldn't beable to walk behind them and it would be kinda odd.

A second thing that wouldn't work is making the entire scenery stop bullets but only the bottom of the scenery stop the player and others but it would be weird being able to walk through something but not being able to shoot through it.

What do I do?!

 
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Jon Lambert

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1st November, 2009 at 21:23:50 -

I can think of two ways to remedy this: either make the bullet have its' own foot sensor, or have it test the collision of the bullet with the scenery and the Y position of the bullet relative to the sensor.

The bullet is obviously a certain distance above the ground or you wouldn't be having this problem, so to use the second method you can have something similar to what is below:
Collision between Bullet and Scenery

+(Y("Bullet")+Bullet Height("Bullet"))>Y Top("Sensor")
+(Y("Bullet")+Bullet Height("Bullet"))<Y Bottom("Sensor")
= Enter actions here

Where Bullet Height("Bullet") would either be an alterable value in the bullet telling you how high off the ground it is, or a fixed value like 32 or 64.

The first way isn't so nice because it requires two objects for each bullet. It would test if the sensors collide.

 
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2nd November, 2009 at 01:45:19 -

sounds like a problem of fake isometrics.

you wouldnt be having this problem if you were translating objects from a 2d space onto an isometric plane. which granted is terribly hard in mmf2, so i forgive you.

 
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0ko



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2nd November, 2009 at 01:49:46 -

Thanks... It's really hard to wrap my head around that one.
But If I'm not correct that's similar to my second option? so I guess I'll just go with that.

Edit : Just saw your post cecil! (seconds from mine).

I wonder how other people making "fake" isometric shooting games have accomplished this?

Edited by 0ko

 
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2nd November, 2009 at 01:54:17 -

probably similar to how jon just described.

 
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0ko



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2nd November, 2009 at 01:59:12 -

using object height couple with y pos?
Isn't the end result similar to my option 2?



 
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2nd November, 2009 at 02:22:42 -

Try contacting Rick Shaw, the creator of the project DataJack. It's an isometric shooter, and the engine seems very solid.

The project
http://www.create-games.com/project.asp?view=main&id=1243
An article he wrote on isometric shooting
http://www.create-games.com/article.asp?id=2138

Not sure if that helps, but good luck anyway.

 
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0ko



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2nd November, 2009 at 18:23:52 -

Thanks for the links joth..jothbangnaiiansa.
And thankyou Jon for the help.


Edited by 0ko

 
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