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No Bullet Collision (bug?)
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Enter the missing letter in: "Internat?onal"
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[quote][b]VP[/b] wrote: Thanks again [b]Just_in_case[/b] I had hoped to use bullets to control the wheel rotation, but the issue I'm having is I can't get the bullets to hit the walls of the maze - so I can't use the "move to last bullet impact" to stop the rotation when I need to - not sure why, it works in all my other games but not this one (probably something to do with the mesh as I can't notice anything else that's different). If I could get bullets working with the mesh, it should be quick and easy to fix. *The other thing it may be is an optical illusion with the 3D view - maybe the bullets are working perfectly and simply not firing where I think they are. I'll do some thorough testing by placing the camera at different positions to make sure exactly what's happening - it may be a simple case of adjusting bullet offset/direction... If not, the only issue with placing individual "on proximity" sensors is the amount of work it will require. There are 50 levels and the larger ones have quite a few walls - I would also need to place 2 for each wall so it prevents rotation in one direction but not the other,depending which side of the wall the frog is on. My final solution was to remake all the maze meshes in coppercubes polygon editor - but I've already spent a lot of effort in making them. I've tried exporting one from blender with different settings and file formats (stl, dae, b3d, fbx, obj, milkshape), hoping it would fix them. In fact, they're here if they'd useful for anyone, rather than waste all the work so far....[url]https://veganpete.itch.io/watchmakers-frog[/url] They're in stl format. I'm sure I'll fix it when I get a bit more free time. First thing I'll do is I'll re-read all these posts again as I sometimes get confused and miss something obvious that's already been suggested. Yes, definitely best to put them all in one scene in terms of filesize. Cheers.[/quote]
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