Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

When I detach of flying vehicle, I fall. #4

Open
mdtrooper opened this issue Feb 2, 2017 · 9 comments
Open

When I detach of flying vehicle, I fall. #4

mdtrooper opened this issue Feb 2, 2017 · 9 comments
Labels

Comments

@mdtrooper
Copy link

Hi.

The first thing, your mod is awesome, it is as I dreamed when playing to m$-minecraft five years ago, I wanted build a vehicles with the cubes and I wanted that they moved.

Well, I return to the bug. When I detach of flying vehicle, I fall. It is as the vehicle has all cubes as "ghosts", the only solid cube is the meshnode controler.

Thanks, regards.

@HybridDog
Copy link

l assume it happens because collision detection in minetest doesn't work on moving objects.

@mdtrooper
Copy link
Author

No, the flying machine was stopped.

Thanks.

@stujones11
Copy link
Owner

@HybridDog is correct, attached objects have no collision detection so there is nothing I can do unless changes are made to minetest engine. The best I can suggest is that you 'restore' your model to nodes before moving away from the controller.

@stujones11
Copy link
Owner

c6ef2fb should help make sure the player does not fall through the controller node after detaching. It's a hack but that's how the MTG boats mod gets around it.

@JustinLaw64
Copy link

JustinLaw64 commented Mar 13, 2017

At first I'm able to stand on attached mesh nodes. But after playing for a while, especially when I move about 200 away from the center of the world, I can't stand on them anymore. Just the controller block. Not even moving back from where the effect first became noticeable fixes it. :(

screenshot from 2017-03-12 23-13-54

@stujones11
Copy link
Owner

Afaik, the attached objects should never be able to support the player, unless you mean before activation while the scaffolding/highlight nodes are still present. Either way there is nothing in the mod I am aware that could cause this so perhaps an engine issue?

@JustinLaw64
Copy link

JustinLaw64 commented Mar 14, 2017

If you create a meshnode structure near 0,0,0 and then activate it, you can actually stand on the entity nodes attached. I had no idea that the entity nodes weren't supposed to support a player.

screenshot from 2017-03-14 16-50-17

I think it's pretty cool for that to happen! I just wish it either worked everywhere or not at all.

@stujones11
Copy link
Owner

Well it's not that they aren't supposed to support the player, it would be great if they did but as pointed out by @HybridDog attached entities do not currently support collision detection. Why this happens around 0,0,0 is a mystery to me but I'm sure there will be a logical explanation. :)

@HybridDog
Copy link

source code is there, isn't it?
https://github.com/minetest/minetest/blob/master/src/collision.cpp#L368

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

4 participants