Thanks for the comments re the video ...
Hi smallg - I'm not aware of any e.size.x or e.size.y etc type variables, so you're correct, I had to pre calculate the size of the flying entities (all the same size in this case). The only way I could get responsive collision avoidance was to have a supervising script running for the job (rather than collision checking in with each entity script) - which I suppose makes sense
. I also found this loop checking code useful to only check each object with each other object once per cycle (you likely know this being a master scripter, but in case anyone else needs it):
for i=1, #factionT_e -1 do
local partA = factionT_e[i]
for j=i+1, #factionT_e do
local partB = factionT_e[j]
-- collision code goes here
end --for j
end --for I
Hey GoDevils - sorry yes, I'll post it soon - I just haven't disentangled it from all of the other stuff but I'll do so - it's really straight forward once you see how to do it - there are other scripts in the script board using the same technique now (repurposing 'TransportToIfUsed')
Hi Lee - I think you/GG/TGC have a lot of long-time passionate supporters even if this often times manifests itself in constructive criticism
.
I've seen many people wanting in-game camera control (to fly, for third person etc). I think this can mostly be achieved by using TransportToIfUsed but probably isn't massively intuitive until you've seen it work and does have some limitations. But I've seen this request many, many times in the forums. Your idea would be fantastic (and one of the reasons suggested a GetTerrainHeight(x,z) - so we could procedurally place non character entities and for entities that need(?) to have collision removed to smoothly make them shift about on the ground, and in air). As you say though locking to a parent entity for movement purposes would open up a lot of interesting scenarios. Whilst I'm going
- and I don't know if this isn't like this already because it's difficult to achieve, but is it practical to have the ShowImage command display more than one image at a time? In that HideImage would explicitly hide the image rather than the next call of ShowImage automatically removing the previous image before displaying a new one? I think there would be an explosion of in game (image based) HUDs if this could be made to work - and would complement the new text placement/colour commands very effectively, producing a much richer visual experience.
Whilst I get there are a lot of pressures from all corners (and at the risk of adding yet more), please could you drop in some extra lua commands with the releases when you can - I now see this happening a lot more than in the past (even if they are not always mentioned in the change log) - I think there is a solid crew of very capable programmers in the GG user group who could help you demonstrate the power of lua if a drip feed of commands could be maintained. This would help show that GG, as well as being 'easy', is also a 'flexible' engine. Anyway, hope you are able to keep the coding to the max
Cheers.