• Rotate box collision
    2 replies, posted
I used this to create box collision for my entity: shared.lua [lua] function ENT:Initialize() self:SetModel("models/props_c17/chair02a.mdl") local min = Vector(0,0,0) local max = Vector(50,100,50) self:PhysicsInitBox(min,max) self:SetCollisionBounds(min,max) self:PhysWake() end [/lua] But the collision does not rotate with the entity no matter how much I rotate it. It does collide with physics, but stops players and traces in thin air. How to make simple box collision that does rotate with entity?
If I remember correctly, you have to [url=http://wiki.garrysmod.com/page/Entity/EnableCustomCollisions]enable custom collisions[/url] on an entity if you're going to give it a custom physics model.
[QUOTE=_Kilburn;40288782]If I remember correctly, you have to [url=http://wiki.garrysmod.com/page/Entity/EnableCustomCollisions]enable custom collisions[/url] on an entity if you're going to give it a custom physics model.[/QUOTE] Bullets can hit it now, however collision bound is still same. Maybe a think would update it like this: [lua] function ENT:Think() local min = Vector(0,0,0) local max = Vector(50,100,50) -- Rotate min and max. self:SetCollisionBounds(min,max) end [/lua] But I have no idea how to rotate a vector.
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