Re: [alpha] Objects Physics - Handle objects collisions and more. -
Stanford - 19.01.2016
I think I should consider doing another test maybe tomorrow or after tomorrow!
Thanks Crayder.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
PeppeAC - 09.02.2016
I have released a better version of Pool game:
https://sampforum.blast.hk/showthread.php?tid=600413
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Speiki2208 - 24.02.2016
Very nice plugin, which creates multiple possibilities. Can you add a default support for Incognitos Streamer (for CreateDynamicObject) ?
Edit: Ah, some people already argumented that Streaner would be too slow.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Max_Andolini - 11.05.2016
Quote:
Originally Posted by PeppeAC
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Update the ColAndreas
https://sampforum.blast.hk/showthread.php?tid=586068
Use foreach instead y_iterate
https://github.com/Misiur/YSI-Includes
And improve the object pyhysics soon
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Crayder - 11.05.2016
Quote:
Originally Posted by eco1999
|
He doesn't need to do anything to update ColAndreas. It's completely on the user's end.
Quote:
Originally Posted by eco1999
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I think you meant to say "use y_iterate instead foreach". In my opinion, this too should be up to the user.
@PeppeAC you should just verify either foreach or y_iterate were included. They both have definitions for this. They both have the same exact functions. One is more recently updated than the other, y_iterate.
Quote:
Originally Posted by eco1999
And improve the object pyhysics soon
|
How exactly do you think they can be improved?
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Max_Andolini - 11.05.2016
Quote:
Originally Posted by Crayder
He doesn't need to do anything to update ColAndreas. It's completely on the user's end.
I think you meant to say "use y_iterate instead foreach". In my opinion, this too should be up to the user.
@PeppeAC you should just verify either foreach or y_iterate were included. They both have definitions for this. They both have the same exact functions. One is more recently updated than the other, y_iterate.
How exactly do you think they can be improved?
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Bug or something like that.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
ScIrUsna - 14.06.2016
I get argument warning in this line in this include:
Код:
CA_RayCastLineAngle(x, y, z, x, y, z - 1000.0, unused, unused, bound);
Colandreas inc.:
Код:
native CA_RayCastLineAngle(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz);
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Max_Andolini - 16.06.2016
Quote:
Originally Posted by ScIrUsna
I get argument warning in this line in this include:
Код:
CA_RayCastLineAngle(x, y, z, x, y, z - 1000.0, unused, unused, bound);
Colandreas inc.:
Код:
native CA_RayCastLineAngle(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz);
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+++1
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Greggu - 16.06.2016
Could this include handle objects that's hinged to a surface?
For example, a pole falling over, or do physics apply only to objects that are indipendent?
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Crayder - 17.06.2016
Quote:
Originally Posted by ScIrUsna
I get argument warning in this line in this include:
Код:
CA_RayCastLineAngle(x, y, z, x, y, z - 1000.0, unused, unused, bound);
Colandreas inc.:
Код:
native CA_RayCastLineAngle(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz);
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Remove "Angle", leave everything up to it.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
VincenzoDrift - 12.07.2016
Hi, i'm trying to make a basic drop/loot system with ColAndreas and this include. I used Peppe's example to make a function that creates an onbject to throw. If I use the function CreateObject (native) it works perfectly, but if use the streamer of ColAndreas or Incognito's streamer the object spawns, but it doesn't move. I need to use streamer due to objects limit. Any solution?
Код:
public DropInventoryItem(playerid, modelid)
{
#define SPEED (10.0)
#define Z_SPEED (4.0)
#define GRAVITY (13.0)
new Float:posx, Float:posy, Float:posz, Float:posa;
GetPlayerPos(playerid, posx, posy, posz);
GetPlayerFacingAngle(playerid, posa);
Streamer_Update(playerid);
new obj = CA_CreateDynamicObject_DC(modelid, posx, posy - 0.5 * floatcos(-(posa + 90.0), degrees), posz, 93.7, 120.0, posa + 60.0, -1, -1, -1, 300.0, 300.0);
PHY_InitObject();
PHY_UseColAndreas(obj, 1);
PHY_SetObjectVelocity(obj, SPEED * floatsin(-posa, degrees), SPEED * floatcos(-posa, degrees), Z_SPEED);
PHY_SetObjectFriction(obj, 100);
PHY_SetObjectGravity(obj, GRAVITY);
ApplyAnimation(playerid, "GRENADE", "WEAPON_throwu", 3.0, 0, 0, 0, 0, 0);
return 1;
}
Re: [alpha] Objects Physics - Handle objects collisions and more. -
Crayder - 12.07.2016
Quote:
Originally Posted by VincenzoDrift
Hi, i'm trying to make a basic drop/loot system with ColAndreas and this include. I used Peppe's example to make a function that creates an onbject to throw. If I use the function CreateObject (native) it works perfectly, but if use the streamer of ColAndreas or Incognito's streamer the object spawns, but it doesn't move. I need to use streamer due to objects limit. Any solution?
Код:
public DropInventoryItem(playerid, modelid)
{
#define SPEED (10.0)
#define Z_SPEED (4.0)
#define GRAVITY (13.0)
new Float:posx, Float:posy, Float:posz, Float:posa;
GetPlayerPos(playerid, posx, posy, posz);
GetPlayerFacingAngle(playerid, posa);
Streamer_Update(playerid);
new obj = CA_CreateDynamicObject_DC(modelid, posx, posy - 0.5 * floatcos(-(posa + 90.0), degrees), posz, 93.7, 120.0, posa + 60.0, -1, -1, -1, 300.0, 300.0);
PHY_InitObject();
PHY_UseColAndreas(obj, 1);
PHY_SetObjectVelocity(obj, SPEED * floatsin(-posa, degrees), SPEED * floatcos(-posa, degrees), Z_SPEED);
PHY_SetObjectFriction(obj, 100);
PHY_SetObjectGravity(obj, GRAVITY);
ApplyAnimation(playerid, "GRENADE", "WEAPON_throwu", 3.0, 0, 0, 0, 0, 0);
return 1;
}
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You could just use CreateObject for these temporarily. Don't use the CA dynamic objects. Plus, there is a callback in this include for when objects collide with the CA world.
Use CreateObject.
Activate it's physics.
Wait for the world collided callback.
Get the objects information and add the drop.
Add the streamer object.
Destroy the object.
Deactivate it's physics.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
VincenzoDrift - 13.07.2016
Thanks a lot
Re: [alpha] Objects Physics - Handle objects collisions and more. -
MerryDeer - 16.11.2016
How to make psysic object follow player and will by bouncing? it's for basketball system
Re: [alpha] Objects Physics - Handle objects collisions and more. -
GoldenLion - 19.11.2016
Quote:
Originally Posted by Billpilot
Looks nice!
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Lmao, are you posting in literally every thread saying it's nice just to get post count? For example if you scroll through the gamemodes page you can see that in almost every thread the last post was made by you.
Re: [alpha] Objects Physics - Handle objects collisions and more. -
NeamPojma - 04.06.2018
Im trying to use PHY_UseColAndreas(objectid, mode = 1) but it give me following error
C:\Users\Самп\Desktop\0.3.7\pawno\include\physics. inc(730) : error 017: undefined symbol "PHY_UpdateBounds"
Re: [alpha] Objects Physics - Handle objects collisions and more. -
IZenta - 02.07.2020
Why we can only use CreateObject? i have lot object on my gamemode wtf