Page 1 of 1

meaning of cbox1&2 [Solved]

Posted: Sat Oct 25, 2014 10:36 pm
by Jouki
Hello guys, can someone explain to me what is cbox, please? sometimes I can see that as a component but when I disable these ones nothing visible seems to happened. :shock:

Re: meaning of cbox1&2

Posted: Mon Oct 27, 2014 2:24 am
by Jouki
so noone knows :(

Re: meaning of cbox1&2

Posted: Mon Oct 27, 2014 10:38 am
by antti
It's a collision box to prevent dropped or thrown items from ending up inside the model. Basic pillars and walls have hardcoded collisions so this is only needed for special cases like statue and pedestal bases. You can use debugDraw = true to visualize the box.

Re: meaning of cbox1&2

Posted: Mon Oct 27, 2014 12:19 pm
by Jouki
antti wrote:It's a collision box to prevent dropped or thrown items from ending up inside the model. Basic pillars and walls have hardcoded collisions so this is only needed for special cases like statue and pedestal bases. You can use debugDraw = true to visualize the box.
Thanks :) Now I'm feeling dumb cause it's pretty logic. anyway tahnks for clarification

Re: meaning of cbox1&2

Posted: Mon Oct 27, 2014 8:01 pm
by AdrTru
antti wrote:It's a collision box to prevent dropped or thrown items from ending up inside the model. Basic pillars and walls have hardcoded collisions so this is only needed for special cases like statue and pedestal bases. You can use debugDraw = true to visualize the box.
Iam sorry, but I dont known how use this debugDraw. I try use it from console, cfg, ingame script - but visualization isnt changed.
Can you describe me how i must use this command correctly?

Re: meaning of cbox1&2 [Solved]

Posted: Sun Mar 01, 2015 2:25 pm
by cromcrom
Iam sorry, but I dont known how use this debugDraw. I try use it from console, cfg, ingame script - but visualization isnt changed.
Can you describe me how i must use this command correctly?
I have the same issue please.

Re: meaning of cbox1&2 [Solved]

Posted: Sun Mar 01, 2015 3:05 pm
by THOM
use it in the Object definition

i.e.

Code: Select all

          {
             	class = "Surface",
             	offset = vec(0, 0.64, -0.27), 
             	size = vec(1.7, 0.3, 0, 0),
             	debugDraw = true
          	},
          	{
             	class = "Clickable",
             	offset = vec(0, 0.62, 0.17),
             	size = vec(1.75, 0.5, 0.6),
             	debugDraw = true
          	}

Re: meaning of cbox1&2 [Solved]

Posted: Sun Mar 01, 2015 3:32 pm
by cromcrom
Well, thanks, but it doesn't wok. Do I have to add the surface component ?
Any pic of what it looks like ? Maybe I have to properly set the editor ? Could last patch have broken this ?

Re: meaning of cbox1&2 [Solved]

Posted: Sun Mar 01, 2015 4:29 pm
by THOM
Sorry - this was just meant to be an egsample.

You can add "debugDraw = true," in the objectdefinition at every component with a vecBox (surfaces, sockets, clickables...)
So add or enable this command in the definition of the specific object and you will see the Box in the game or in the peview.

In your case I guess it will like this

Code: Select all

{
			class = "ProjectileCollider",
			size = vec(1.1, 3, 0.8),
			debugDraw = true,
		},