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forum topic indicator request to sven
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swordmaster
Guest
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2025-08-25 23:06:47

Sven there is some possibility for you create one action when one node colide with another node, this action will call another action like set variable? there in robo itchio extensions one old extension with this objective but I tried to use but didn t work

Would ask too one strange plugin, this plugin is group light type, this plugin will allow select many 3d objects and change all select object the light type if is lighmap or dynamic light

Thanks the attention, and thanks all extension you had did

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sven
Registered User
Quote
2025-08-26 13:16:22

onProximity behaviour can be used for this..
i can make action version of this but it will be still on proximity not triangle collision.

about editor plugin i dont remember can i get access to multi selection in editor.. probably i can get last selected node only.. so this plugin can be done but with some extra inputs for selections,probably not worth for doing it.

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Monks
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2025-08-26 13:24:13

We will be glad if you make the action version and post for us

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VP
Guest
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2025-08-26 13:59:48

You can also use "every few seconds>shoot" as a fast/accurate collision detection without using code. Set the range of the bullet to adjust the collision distance. Set the every-few-milliseconds to adjust the collision-check-frequency. It then actually checks for collision.

This is similar to ray-casting (but way quicker and less cpu intensive). I used this method for 3D cars and helicopters crashing (if they got too close to walls of buildings) and in my 2D game to detect if the 2D player was in contact with the floor or not. Fall-damage etc.. Many uses.

If you do want to use on-proximity, you can make it way more accurate by using it in conjunction with the shoot-every-few-seconds - simply add an action "on hit" move an object to the Last bullet position" and then use "on-proximity" to detect proximity to this "small collision node" that you moved to the last bullet position, to control all your collision events/actions.

This also keeps the collision checks really simple as it only needs to do one check repeatedly, regardless of what it's colliding into.

You check my files for a demo of this in my games so you get a better understanding of what I mean.

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guest_Guest
Guest
Quote
2025-08-26 14:35:56

There is also directional proximity behavior by JIC if it helps.

https://vazahat.itch.io/directio...

I didn't used it myself personally though.

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Swordmaster
Guest
Quote
2025-08-26 23:39:08

Sven if you can make the action on proximity will be good, but before you make this extension, can you give one look in the extension I wrote about colision, is in this link:

https://robo25.itch.io/coppercube-extensions

Maybe if you see the extension, you can create the colision action, if this don t help, then make the action on proximity, about the plugin, don t do the plugin, after you wrote don t make sense create the plugin, unfortanaly the coppercube editor limitations don t allow what I want, thanks for your answer and your help

VP is very interesting your method I will give one look here, There is many things interesting to be create in coppercube like parachutes for fps and third person, third person grenade shot, grapple gun for first and third person, dash action for third person. I am try to make these things, and I am trying improve the combat with sword and others weapons here, because this I am asking the colision action, I think this action can help to create sword combat system and these other mecanics.

Guest guest, the extension from just in case is very useful for 2d games, I need to test if can be used in 3d games, but thanks the sugestion


Thanks the attention

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Vp
Guest
Quote
2025-08-27 17:59:59

Not really, attaching a node which shoots a bullet from the hilt to the tip of the sword every few ms will give much better collision detection than using a node with an on- proximity behaviour - as the bullet will detect collision with any solid mesh - whereas 'on proximity' behaviours will detect only the proximity of the center of the sword to the center of a particular (specified) mesh.

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vp
Guest
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2025-08-27 18:02:49

..unless of course the scripted action/behaviour will use some kind of raycasting for collision detection, instead of on-proximity. That would work just as well.

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swordmaster
Guest
Quote
2025-08-30 00:42:51

VP in theory what you said appear good and interesting, coppercube in built on proximity behavior is little complicate to use because I never know the real distance of the trigger, take a lot time for me discovery the distance. I know the just in case had fix this in binaries and launcher but I didn t test yet, to say if work or not well. Sven do what you can do, anything made will be useful

The coppercube need a lot things, then everything made is very welcome

Thanks the attention

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VP
Guest
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2025-08-30 10:55:18

That's fine - hopefully SVEN can make the script for you. Just for the record, my visual-coding method isn't just a theory. I can make a demo of 2 people sword fighting if you'd like to see it working? No problem at all if you'd prefer not too.

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sven
Registered User
Quote
2025-08-30 13:49:48

currently i dont have computer , when i get one i will start doing scripts and stuff again..
VP demo would be nice

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VP
Guest
Quote
2025-08-30 15:05:02

Sure, it's very simple -here's a demo of sword-collision using bullets - basically every few seconds>shoot.

I used the default black coppercube logo so you can see the bullets shooting along the sword.

I adjusted the shoot length/position so the bullets follow the hilt.

Now this allows you to simply use "On Hit>Do action" for sounds/change animation etc - or even add "gamecharacter behaviour" to a node for even more options. In this demo, I use simple action to flash the screen red whenever the sword hits the test-mesh.

https://pastelink.net/lglhc9xd

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VP
Guest
Quote
2025-08-30 15:09:07

embedded external image
🔎︎


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VP
Guest
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2025-08-30 15:20:00

Sorry for posting so many times.... also, using this method, you can "make-visible" and "move to position of last bullet hit" a "particle system", so blood spurts from wherever the sword made contact. :)

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Monks
Guest
Quote
2025-08-30 17:34:34

Thanks a lot, VP,this is really beneficial


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