How to Disable a Collider Object [Solved]

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Re: How to Disable a Collider Object

Postby TheMagician » Sat Apr 30, 2011 2:40 am

I've also tried Proxy Terrains and they don't react anymore as soon as I assign an animation component to them.
Perhaps you could explain your setup a bit more in detail so that I can try and recreate it.

Right now I have an animated box which moves into the floor (just a 1 frame long animation, so it basically jumps there). I assign a terrain or proxy terrain to it as well as an animation component and as soon as I test it the box can be walked through.
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Re: How to Disable a Collider Object

Postby andylegate » Sat Apr 30, 2011 6:07 am

Okay, apparently I was as clear as mud. :oops:

Do NOT use any invisible colliders with Terrain and NoShow, or ProxyTerrain on animated doors, etc.

Instead, use Exclusion Regions. Leave any Physicals off of your animated door, etc.

here, let me show you a picture:

Image

The red box is my exclusion region. The two dummies circled in purples are my safety points (one inside and one out). You can see I have "Initially Cleared" checked marked. This means to make the exclusion region block anyone at first (because the door starts off closed).

There are NO physicals attached to the animated door.

Then, in your repsonder, have the exclusion region release during the animation (or right after):

Image

Then either in a 2nd responder that closes the door, or if you are making the door close with the same responder, make the exclusion region clear (this moves any avie out of the way, and blocks the door way again):

Image

You can use invisible colliders, etc to block your animated doors, and stuff, but they do end up having problems. Neolbah is a good example of that, if you guys log on to a shard, and mess around with my doors, you'll find that out.

This Neolbah is new and not out yet.

Here is another screen shot where I'm using them on a door, and on the elevator bars (the red squares). The one of the elevator bars does not have the Initially Cleared checkmarked (because the bars are down, and the player needs to be able to walk through).

Image
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Re: How to Disable a Collider Object [Solved]

Postby TheMagician » Sat Apr 30, 2011 9:40 am

Thanks for all you input guys. Special thanks to Andylegate for taking the time to write up such a detailed description!
I've updated the first post to give an answer to the main question.
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Re: How to Disable a Collider Object [Solved]

Postby andylegate » Thu May 05, 2011 7:22 am

For any that may be interested, I've gone ahead and wrote up tutorials for Exclusion regions. Here is the link:

http://dusty.homeunix.net/wiki/Andy%27s ... on_Regions
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