Arska134 4 Posted September 24, 2012 Share Posted September 24, 2012 Title explains everything. I need to raycast prevent to pick one type of entities. (player gun entity etc..). Raycast should go trough those entities. Quote Link to post Share on other sites
JoshЖ 9,806 Posted September 24, 2012 Share Posted September 24, 2012 There's a collision type argument you can use to do this. Quote Link to post Share on other sites
ParaToxic 29 Posted September 24, 2012 Share Posted September 24, 2012 You can easylie set some keys for your entities ( for example for the Gun you create a lua and Set a key with the name "Entity_Type" and the value "Weapon_Gun" or something like that ) and then pick the entity in the scene and look if it is a Weapon_Gun or not. Quote Link to post Share on other sites
JoshЖ 9,806 Posted September 24, 2012 Share Posted September 24, 2012 Yes, but I think he wants the raycast to go through undesired entities and hit the ones he wants. Quote Link to post Share on other sites
Arska134 4 Posted September 24, 2012 Author Share Posted September 24, 2012 But when i use collisiontype parameter i can only choose one type of entities? Quote Link to post Share on other sites
Marleys Ghost 112 Posted September 24, 2012 Share Posted September 24, 2012 http://www.leadwerks.com/files/Tutorials/CPP/Collision_And_Raycasting.pdf page 12 ... Quote Link to post Share on other sites
Pixel Perfect 244 Posted September 24, 2012 Share Posted September 24, 2012 I use a callback where you can use whatever type of logic you want to get it to return or continue based on the items it detects Quote Link to post Share on other sites
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