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FPSC Classic Product Chat / Just another collision detection query

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baggins
16
Years of Service
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Joined: 1st Feb 2009
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Posted: 17th Apr 2014 02:14
So I finally got my npc's following waypoints and destroying at the end and respawning. And I added several waypoints, so my npc's could spawn at different start times and walk on diferent areas of footpaths etc.

I even worked out how to add an avoidance animation so that if i bump into them they step to one side and then back again and continue following the waypoint.

However once I bump into them, they first push me along and then flip around as if being rotated quickly from side to side from the waist. Then start to walk sideways or even backwards as they continue along the waypoint. They also become non collideable as in they the do not detect standard collision and walk right through me, or I through them?

So two things (1) is their a way to orient the NPC to the waypoint for after the collision and (2) is their a bounding box collision detection system so i don't actually bump into the mesh of the NPC, but side step me (using my animation) before continuing on.

thanks for advice

baggins

there just has to be light at the end of the tunnel, even if its only a birthday candle....and cake!

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