When an actor turns in Doom, the hitbox does not (am_cheat 3 shows this) so, no, he shouldn't get stuck in that situation.Skunk wrote:Allow me to put it this way, Enjay: if there was an 8 unit wide hallway containing a 4 radius monster it's assumed said monster can move backward and forward, but what happens if the monster tries to turn? Does he then get stuck or is the actor's relative position used to where he started?
Really Stupid Question I Can't Find the Answer To
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: Really Stupid Question I Can't Find the Answer To
Re: Really Stupid Question I Can't Find the Answer To
Well I can't wait to get home and make a quick test level... been a while since I've done anything Doom related, this oughta be fun:
Re: Really Stupid Question I Can't Find the Answer To
Spoiler: more offtopicness, has nothing to do with current dicussionNow something related to the discussion. Because of the square collision boxes, making collision boxes for cars are a little difficult, because cars are rectangular. The cars in my project are MD3s, so they need more advanced collision. I had to split the collision to 3 actors, each roughly representing the various heights of a car. I've attached them to the main actor, and they rotate along with the main actor... except that diagonal collsion will be inaccurate (they will be in "steps") because the squares don't rotate.
Re: Really Stupid Question I Can't Find the Answer To
Yes, and as you know, I too had a problem with (roughly) rectangular models versus the underlying square actor.
http://forum.zdoom.org/viewtopic.php?f= ... 5&p=622392
http://forum.zdoom.org/viewtopic.php?f= ... 5&p=622392

