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Hubert005

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I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody.

I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody. (2/54)

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  1. Hey @Spakye, unfortunately this makes no difference also with getElementsWithinColShape( colshape, "object" ) I have the same result.
  2. Hello everyone, I have the following problem. I create a ColCube and attach it to a container. Then I put another container on top of it. This one has 2 doors attached. Now the ColCube of the first container should locate the upper one with getElemntsWithin and say that there is a container above and the lower one is not selected. But only the upper one is free. self is the container ingame object function Container:constructor(zRotation, defaultDimension) self.activated = false self.defaultDimension = defaultDimension self.colshape = nil self.containerStartPosition = self:getPosition() self.zRotation = tonumber(zRotation) self.rightBorder = Object(3062, 0, 0, 0) self.leftBorder = Object(3062, 0, 0, 0) self.rightBorder:setAlpha(255) self.leftBorder:setAlpha(255) self.alreadyRotated = false self.checkColliderWidth = 3 self.checkColliderSize = 7.05 self.rightBorder:attach(self, 0, 3.4, -0.1) self.leftBorder:attach(self, -0.1, -3.5, -0.1) engineSetModelLODDistance(3062, 400) end function Container:setCorrectCheckCollider() -- Zum erstellen des CubeShape local attachFactor = self:getAttachFactor() self.colliderCheckCube = createColRectangle(0, 0, self.checkColliderWidth, self.checkColliderSize) if not (self:isRotatedToXAxis()) then local containerCheckColliderSize = self.colliderCheckCube:getSize() self.colliderCheckCube:setSize(containerCheckColliderSize.y, containerCheckColliderSize.x) end self.colliderCheckCube:attach(self, -1.5 + self:getOffsetCenterXAxis(self.checkColliderWidth), 3.5 + (self.checkColliderSize * attachFactor), 1.5) end function Container:isFree() if(self.colliderCheckCube) then local elements = self.colliderCheckCube:getElementsWithin("object") outputChatBox("#elements: "..#elements) if(#elements > 0) then for _, object in ipairs(elements) do outputChatBox("elements: "..object:getModel()) if not (object == self or object == self.leftBorder or object == self.rightBorder or object:getModel() == 3798) then self.colliderCheckCube:destroy() return false end end return true else return true end else return false end end Strangely, the isFree function often returns an object that is not in the container. Most of the time, however, the colshape does not recognize any objects in itself, although there clearly are some. Have someone an idea?
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