View Full Version : Is it possible to make one way collision?
Llama Juice
April 2nd, 2008, 06:22 PM
What I mean is... can you make a surface that you can walk through it one way... but if you turn around to go through it again... you can't go back through...
Similar to Brawl with the platforms that you can jump through the bottom and then stand on the top of the platform...
I've never seen this done... and well... is it possible?
Gwunty
April 2nd, 2008, 06:59 PM
Well when you exist a sky box(like on hugeass) you can go back in the main level but not back out again, im not shure how this would help in a situation like this but its a thought.
PenGuin1362
April 2nd, 2008, 06:59 PM
No, but you could either do a teleporter or maybe a device that opens one way? Or has a short range...I haven't played with devices in a while.
Phopojijo
April 2nd, 2008, 08:35 PM
Not sure how Halo works... however if you're outside a 1-sided face... you should be able to see through the back of the face and walk through the back of the face (many physics engines I've seen cull the backface if the rendering engine does too).
Well then THIS might work:
A <-||-> B
A looks at the wall -- his wall is 1-sided and has collision.
B looks at the wall -- his wall is 1-sided but does NOT have collision.
If A walks towards B -- he is blocked by his wall.
If B walks towards A -- he is NOT blocked by his wall -- and at the same time -- *hopefully* should be able to walk through the back of A's wall since it's culling it's backface.
Sel
April 2nd, 2008, 08:44 PM
Flip selected faces.
<--- <---
Instead of <--- --->
This way you can walk through it one way, but not the other.
Similiar to grunts sky box example, the faces are flipped inward, so you cannot pass through them, but if you were to flip them the other way, you could pass through.
PenGuin1362
April 2nd, 2008, 09:45 PM
Not sure how Halo works... however if you're outside a 1-sided face... you should be able to see through the back of the face and walk through the back of the face (many physics engines I've seen cull the backface if the rendering engine does too).
Well then THIS might work:
A <-||-> B
A looks at the wall -- his wall is 1-sided and has collision.
B looks at the wall -- his wall is 1-sided but does NOT have collision.
If A walks towards B -- he is blocked by his wall.
If B walks towards A -- he is NOT blocked by his wall -- and at the same time -- *hopefully* should be able to walk through the back of A's wall since it's culling it's backface.
Last time i checked, doesn't work with halo. It gives the entire object the collision regardless of 1 sided faces. Plus collision objects have to be entirely sealed in halo.
Phopojijo
April 2nd, 2008, 10:00 PM
Flip selected faces.
<--- <---
Instead of <--- --->
This way you can walk through it one way, but not the other.
Similiar to grunts sky box example, the faces are flipped inward, so you cannot pass through them, but if you were to flip them the other way, you could pass through.
Nah I meant it <--- --->, but the one pointed ---> would be render-only.
But apparently it won't work due to Halo's Sealed World rule...
Sel
April 2nd, 2008, 10:09 PM
Nah I meant it <--- --->, but the one pointed ---> would be render-only.
But apparently it won't work due to Halo's Sealed World rule...
Mine wouldnt violate halos sealed rules world, since its not render only.
Think of it as a box, then you flip one side, but not the other. This way you can pass through those sides, from one end, but not the other.
CtrlAltDestroy
April 2nd, 2008, 10:10 PM
Except (player) collision is always two sided in halo.
Idjiki
April 2nd, 2008, 10:40 PM
dreadlock on h2 vista has one face that is like that... i don't remember if you can walk through it though, but you can shoot through
Llama Juice
April 3rd, 2008, 12:54 AM
Well what about if I were to make a floating box render only, and then have a collision only plane on top of it with the normals facing up? Would it still give both sides of that plane collision?
Also, is there a way to make player collision but not other objects like projectiles?
What's the difference between the "@" and the "*" flags?
Tweek
April 3rd, 2008, 04:32 AM
ill put this down definitively now.
a one-sided face, you can SEE trough it from the back, but not shoot/walk/nade trough.
what i'd do it use a teleporter or something, or maybe even a device_machine (proximity activated) and have the proximity node on one side of the door, so it can only be opened form there (maybe an invisible door) that means while its open, it can be ran trough from the other side too though.
beele
April 3rd, 2008, 04:40 AM
I think a teleporter would be the best way to do this. One way in, the other way out, only make them invisible.
Llama Juice
April 3rd, 2008, 07:06 AM
Well, in HCE if you glitch outside of a level... like outside the skybox itself. You stay alive. Like if you telebump to get ontop of chill out so that you can get into the secret room... http://www.youtube.com/watch?v=1unCe4ZP7yg <- video if you don't know what I'm talkin about.
That shows that the game by default has one sided collision... but.. would there be a way to utilize this?
Sel
April 3rd, 2008, 07:52 AM
Ive told you lulz.
Those faces are flipped all inwards, thus you dont see them on the outside and can pass through them from that way.
I suggested flipping them into <--<-- then you could pass through.
Ki11a_FTW
April 3rd, 2008, 11:05 AM
why not just set a trigger over whatever you making and set (object_set_collidable <object name> 1) in a script in a if statement
Idjiki
April 3rd, 2008, 12:39 PM
ill put this down definitively now.
a one-sided face, you can SEE trough it from the back, but not shoot/walk/nade trough.
what i'd do it use a teleporter or something, or maybe even a device_machine (proximity activated) and have the proximity node on one side of the door, so it can only be opened form there (maybe an invisible door) that means while its open, it can be ran trough from the other side too though.
That would be wrong and I'd say that def if I knew CE bttr.. You can shoot through a flipped face.. i've done it...
Maybe this is unique to H2... idk
Llama Juice
April 3rd, 2008, 01:16 PM
I'll toy around with that then...
but.. does anyone know the difference between the @ and * flags?
@: Collision only property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
*: Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
il Duce Primo
April 3rd, 2008, 03:10 PM
Make it a scenery and play around with materials and can't you make the mc walk through a material if you modify it?
PenGuin1362
April 3rd, 2008, 07:44 PM
Well, in HCE if you glitch outside of a level... like outside the skybox itself. You stay alive. Like if you telebump to get ontop of chill out so that you can get into the secret room... http://www.youtube.com/watch?v=1unCe4ZP7yg <- video if you don't know what I'm talkin about.
That shows that the game by default has one sided collision... but.. would there be a way to utilize this?
Yes but you can't do this with anything but the outer wall of the level. Therefor making in some base won't work, the way I mentioned before, and even Tweek restated is probably the simplest, most effective way of doing what you want to do.
Llama Juice
April 3rd, 2008, 09:14 PM
Well what's the difference between making a floating box and attaching it to the skybox... and an outside wall?
TheRMBFurion
April 4th, 2008, 06:14 PM
hmmm, can't someone just make a device door that has an offset where you cannot open it from the other side after you go through it's proximity?
Phopojijo
April 4th, 2008, 09:36 PM
hmmm, can't someone just make a device door that has an offset where you cannot open it from the other side after you go through it's proximity?You then run into issues of someone one the good side -- letting in someone else on the bad side. "Opening the door".
MMFSdjw
April 5th, 2008, 03:53 PM
I'll toy around with that then...
but.. does anyone know the difference between the @ and * flags?
The @ blocks everything, the * only blocks players.
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