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Old 09/12/2018, 02:58 PM   #521
Pottus
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Default Re: ColAndreas - Collision Detection

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Originally Posted by kvann View Post
I actually did that a few months ago (and improved the tag usage in general) and the PR was merged quickly after the new streamer version was released, but since there hasn't been a new ColAndreas release since then, you need to download the .inc file from the repository instead.
If you want to do more updates, let me know.
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Old 09/12/2018, 04:50 PM   #522
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Default Re: ColAndreas - Collision Detection

Eventually I will finish my 0.3.DL support for this.
TommyB has been begging for it...
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Old 09/12/2018, 09:42 PM   #523
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Default Re: ColAndreas - Collision Detection

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Originally Posted by Pottus View Post
1.) All you need to do is update an objects position then perform a raycast there is no need for that function. To give you an idea of the function you would want.

Code:
CA_RayCastMovingDynamicObject(objectid, Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float, &Float:y, &Float:z)
{
     CA_SetObjectPos_DC();
     CA_SetObjectRot_DC();
     CA_RayCastLine();
}
You can fill in the rest it shouldn't take very long this is such a simple problem. But if your solution is good we can always update the include with new function there has been a lot of contributions to this project.


2.) I don't see a need for a function like that and it doesn't really make sense to me to begin with.
Response for 2)
A function like that would help us to get offset position to attach objects to other objects, like if you want to make a ship that works you need to attach more objects to one parent object(with AttachObjectToObject) and move that where you want.
It would be great if someone will add this function to this plugin!
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Old 09/12/2018, 11:30 PM   #524
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Default Re: ColAndreas - Collision Detection

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Originally Posted by StRaphael View Post
Response for 2)
A function like that would help us to get offset position to attach objects to other objects, like if you want to make a ship that works you need to attach more objects to one parent object(with AttachObjectToObject) and move that where you want.
It would be great if someone will add this function to this plugin!
That can be done without updating the plugin.
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Old 10/12/2018, 11:34 AM   #525
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Default Re: ColAndreas - Collision Detection

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Originally Posted by Pottus View Post
That can be done without updating the plugin.
How?
You mean to create a function that subtract the difference between two objects coordinates?
Like x1-x2, y1-y2, z1-z2?
And if yes, the AttachObjectToObject requires the rotation between the object and the main object. How can I get these rotation differences?

Last edited by StRaphael; 10/12/2018 at 02:45 PM.
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Old 11/12/2018, 05:26 PM   #526
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Default Re: ColAndreas - Collision Detection

Quote:
Originally Posted by StRaphael View Post
How?
You mean to create a function that subtract the difference between two objects coordinates?
Like x1-x2, y1-y2, z1-z2?
And if yes, the AttachObjectToObject requires the rotation between the object and the main object. How can I get these rotation differences?
https://github.com/Pottus/Texture-St...main.pwn#L1610

This and similar functions used by TS
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Old 16/12/2018, 01:50 PM   #527
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Default Re: ColAndreas - Collision Detection

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Originally Posted by v1k1nG View Post
Anyone has a version for Debian Jessie? I tried to use the static version (ColAndreas.so won't load, misses the library), but it's glitchy, objects that were spawned on the ground by finding z coord using CA with the static version float in the air, same for spawn points!
I use win10 on my machine, and everything goes fine, the server OS is deb8 instead.
Can anyone point me to the right direction please?
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Old 18/12/2018, 03:14 PM   #528
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Default Re: ColAndreas - Collision Detection

FCNPC Was using ColAndreas for Moving but how to use it, my npc still move not smartly which is not finding the right path direction using FCNPC_MOVE_PATHFINDING_RAYCAST
pawn Code:
FCNPC_GoTo(n, x, y, z+1, type, speed, FCNPC_MOVE_MODE_COLANDREAS, FCNPC_MOVE_PATHFINDING_RAYCAST, radius, getangle);

I've been loaded the plugin in server.cfg and the include already in my gamemode
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Old 18/12/2018, 05:20 PM   #529
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Default Re: ColAndreas - Collision Detection

This seems like more of an FCNPC issue rather than a ColAndreas one?
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Old 21/12/2018, 07:21 PM   #530
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Default Re: ColAndreas - Collision Detection

I have done multiworld(works for CA_RayCastLine, CA_RayCastMultiLine yet) and object attaching support:
https://github.com/Fleynaro/MultiColAndreas
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