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Author Topic: Collision Contact Point, not updating properly? [SOLVED]  (Read 2357 times)

jayhfd

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Collision Contact Point, not updating properly? [SOLVED]
« on: December 08, 2011, 11:18:31 PM »
Hi,
I'm trying to use a Collision Event and Get Collision Info along with a Contact Point to test the angle the player is facing compared to a ground contact point. Ie I want to know how close to parallel he is to the ground mesh triangle he is touching, or if he's looking right at it.

I have a global event broadcast whenever I hit the ground. This causes an FSM to grab the collision Contact Point, which it seems to do to some degree. When I attach a debug line, what I see is:

1) on first ground contact, the line draws to world 0,0,0.
2) on the second ground contact, the line draws to the actual position it should have drawn for 1).
3) this continues, effectively one step behind on each touch down.

If anyone has any ideas I'd love to hear them, I'm completely stumped!

Thanks,
Jay

*edit
I was using this incorrectly. Instead of triggering 3 actions in one state using a global event, I have instead used the Collision action to send an event/transition which gets the collision info. I'm still getting used to things like this!
« Last Edit: December 10, 2011, 11:34:30 PM by alexchouls »