SpawnModel

If there is something important you think is missing in the current version of ZGameEditor then you can post a feature request here!

Moderator: Moderators

User avatar
y offs et
Posts: 418
Joined: Wed Apr 22, 2009 4:26 pm
Location: BC, Canada

Post by y offs et »

Well, I found some time and made a start on this.
As you increase the y rotation of make_cell, the children spawns look good until you approach .25 rotation.
Wondering how the new ZGE internal rotations in the next beta are going to affect this, so I'm not really in any hurry.
Attachments
animSprite_8.zgeproj
(48.23 KiB) Downloaded 433 times
"great expectations"
User avatar
jph_wacheski
Posts: 1005
Joined: Sat Feb 16, 2008 8:10 pm
Location: Canada
Contact:

child parent - spawn and rotate with OBB collisions

Post by jph_wacheski »

ok, here is the sorta' way I would go about this., not sure it will help as I was not able to understand your setup fully,. but just look at the generalized aspects of this and see what applies.

peace
Attachments
child_movement_collision.zgeproj
.zgeproj
(3.39 KiB) Downloaded 422 times
iterationGAMES.com
User avatar
Kjell
Posts: 1876
Joined: Sat Feb 23, 2008 11:15 pm

Post by Kjell »

:roll:

You're cheating a bit though by using a Reference as parent instead of a Clone :wink: And a angle + distance is not a very convenient way to store the position of for example a door relative to a house.

K
Post Reply