It just doesn't collide with vehicles in the first place, so it's kind of odd.
I'm wondering how come the turret spins constantly around whatever axis it wants, like the terrain only collides with one point on the turret.
Modified tank destruction
- Vilespring
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Re: Modified tank destruction
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- Vilespring
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Re: Modified tank destruction
Okay. I fixed the issue of spinning and (I think) phasing through buildings using invisible wheels.
Now, I'm thinking to solve the problem of vehicle collision is... (help me god) adding an invisible kettenkrad hull!
Now, I'm thinking to solve the problem of vehicle collision is... (help me god) adding an invisible kettenkrad hull!

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Re: Modified tank destruction
Post the code to your turret object.
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- Vilespring
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Re: Modified tank destruction
Code: Select all
rem *** TigerDestroyedTurret ***
ObjectTemplate.create Bundle TigerDestroyedTurret
ObjectTemplate.geometry Tiger_Tow_M1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.mass 1000
ObjectTemplate.destroyed 1
rem ObjectTemplate.sinkInToLandAfterDeathSpeed 1
ObjectTemplate.timetoliveafterdeath 60
ObjectTemplate.fadeAtTimeToLiveAfterDeath 0
rem --------------------------------------------------
ObjectTemplate.addTemplate e_FireSmallYellow
ObjectTemplate.addTemplate TigerGunBase
ObjectTemplate.setPosition 0/0.325/1.295
rem ObjectTemplate.addTemplate
ObjectTemplate.addTemplate TigerTowerHatch
ObjectTemplate.setPosition -0.792/0.95/-0.232
ObjectTemplate.addTemplate tigerturretrubble
ObjectTemplate.setPosition 0/0.5/0
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Re: Modified tank destruction
Everything I've read so far seems to aim towards the collision mesh for "Tiger_Tow_M1"...
I see you have response and collision physics set, that's good.
... Okay, I looked at the vanilla game's wreckages code to see what we might be missing here. Have you tried out this line?
(Vanilla code for Spitfire wreck)
I see you have response and collision physics set, that's good.
... Okay, I looked at the vanilla game's wreckages code to see what we might be missing here. Have you tried out this line?
- ObjectTemplate.sinkInToLandAfterDeathSpeed 0.1
- ObjectTemplate.timetoliveafterdeath 60
ObjectTemplate.fadeAtTimeToLiveAfterDeath 0
(Vanilla code for Spitfire wreck)
Code: Select all
ObjectTemplate.create Bundle Wreck_Spitfire_3_m1
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry Wreck_Spitfire_3_m1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.destroyed 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.sinkInToLandAfterDeathSpeed 0.1
ObjectTemplate.mass 1200
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- Vilespring
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Re: Modified tank destruction
Maybe it's the turret is just missing the collision mesh 2. I can live with that, with some invisible garbage...
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- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Modified tank destruction
maybe it's these two lines....
has "set" at the beginning.
BF 1942 can be so picky
Code: Select all
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
BF 1942 can be so picky

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Re: Modified tank destruction
Has anything changed by using those two lines?
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