cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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| 20 Jul 2015 04:38 PM |
I am negating a spherical object in the Baseplate of my game, (to add a sort of hole for a lake) and players cannot walk into the hole, just stay even with the baseplate's height.
How can I make it where stuff can go in to hole? |
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iiEssence
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| Joined: 18 Jun 2014 |
| Total Posts: 3467 |
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| 20 Jul 2015 04:39 PM |
When you join the parts together, you have to make the spherical part uncollidable
I don't need a siggy |
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cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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Clxver
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| Joined: 19 Oct 2014 |
| Total Posts: 727 |
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| 20 Jul 2015 04:39 PM |
| I did not know that. Thank you. |
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cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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ShungTzu
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| Joined: 14 Jun 2014 |
| Total Posts: 959 |
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| 20 Jul 2015 04:44 PM |
| Set CanCollide to true on the part that will be negative before you negate it. Negative parts are weird, not all their properties do the same thing when negated. |
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| 20 Jul 2015 04:48 PM |
| Cancollide does not matter when using CSG. |
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iiEssence
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| Joined: 18 Jun 2014 |
| Total Posts: 3467 |
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| 20 Jul 2015 04:52 PM |
Yeah, you are right. It did matter when it was originally released though
I don't need a siggy |
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cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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| 20 Jul 2015 05:14 PM |
| I've tried every combo with the CanCollide, and it still wont work... |
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cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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| 20 Jul 2015 05:16 PM |
| Posted one similar in game design |
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ShungTzu
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| Joined: 14 Jun 2014 |
| Total Posts: 959 |
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| 20 Jul 2015 07:23 PM |
It seems to still matter. It also matters whether or not the negative completely penetrates the part to be cut.
CanCollide was set to true on the parts making the blue, black and yellow holes, and false on the parts making the red, white and green holes, before they were negated.
None of them work exactly right, but some space can be occupied on the ones that penetrate all the way, the parts which had CanCollide set to true before negation, and none of the space can be occupied on the ones that had CanCollide set to false before negation whether they penetrate the cut part all the way or not.
http://www.roblox.com/games/269068302/NewTestZone |
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EvanHolt
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| Joined: 06 Sep 2008 |
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| 20 Jul 2015 07:31 PM |
Since you're making this divot in a baseplate, which is presumably very large, the union is too large for the hitbox triangles to detect the divot. This wouldn't be an issue if Roblox allowed for more than 2500 hitbox triangles per union.
Try making the lake on a smaller part that's just big enough for the lake, then resize the baseplate and add some more parts on the other sides of the lake union and resize them to match up with the newly resized baseplate. See if that works.
[ George Orwell taught me math! 2 + 2 = 5 ] |
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ShungTzu
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| Joined: 14 Jun 2014 |
| Total Posts: 959 |
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| 20 Jul 2015 07:45 PM |
| You're right, it works either way when you do that, but whenever I've tried to make a union that would have exceeded the limit, it threw an error and didn't make the union. |
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