Quote: "It's hard to tell what the problem is from your description. A screenshot and code would help a lot"
I agree
Don't know your problem but will give some pointers that hopefully may help you or somebody else reading this thread
With physics objects once you have set the collision type you cant use SetObjectPosition to position the object anymore
Static objects never get moved
Kinematic Objects can be moved
Dynamic Objects can be moved but only with the physics movement commands
If you have to move a physics object for some reason reset its position, you have to
first delete that physics object id
then position the object
then you can reset as a physics object
failing to do so the collision boxes wont move with the object
now im not sure what or how you are detecting collisions but here is a function that may help
function checkCollision(objID as integer,objID2 as integer)
local width# as float
local height# as float
local depth# as float
local x# as float
local y# as float
local z# as float
local start_x# as float
local start_y# as float
local start_z# as float
local end_x# as float
local end_y# as float
local end_z# as float
local object_Hit as integer
//this checks for colliion between an object with any other object and returns its id
width#=(GetObjectMeshSizeMaxX(objID,1)-GetObjectMeshSizeMinX(objID,1))/2
height#=(GetObjectMeshSizeMaxX(objID,1)-GetObjectMeshSizeMinX(objID,1))
depth#=(GetObjectMeshSizeMaxX(objID,1)-GetObjectMeshSizeMinX(objID,1))/2
x#=getObjectWorldX(objID)
y#=GetObjectWorldY(objID)
z#=getObjectWorldZ(objID)
// calculate the start of the ray cast
start_x# = x#-width#
start_y# = y#+height#
start_z# = z#-depth#
// calculate the end of the ray cast
end_x# = x#+width#
end_y# = y#-height#
end_z# = z#+depth#
// determine which object has been hit
object_Hit = ObjectRayCast(objID2,start_x#,start_y#,start_z#,end_x#,end_y#,end_z#)
endfunction object_Hit
returns 1 if there is a collision between the two objects
hope that helps if not can you please post some code and perhaps a picture so its easier to help
fubar