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Showing results for tags 'hitbox'.
Hello all. I'm trying to build my second vehicle and I'm running into a problem I didn't notice before (my first was a jeep and higher above the ground). It appears my hitbox is too low, hitting the ground and pushing the vehicle up. I've narrowed the issue to the hitbox since the height of the vehicle "lift" changes with varying animations, ,while the bottom of the hitbox remains relatively in the same position. And yes, I know hip height of the animation plays into this as well, but with the amount of animations I put into the builds, finding suitable replacements with higher hip heights for all of them would be an impossible task. Through doing some research, I've come to understand that combat vehicles...specifically armored vehicles...are able to turn an avatar (and it's hitbox) phantom so that the vehicle absorbs the hits, but not the avatar...while still being able to operate the vehicle normally. I know ||VolumeDetect can be used to a point, but as LL points out, it turns the whole physical build phantom making it drop through the ground (which it surely does...I tried...lol). So clearly there's more to it, and other scripts used in conjunction. I'm not at all looking to turn this build into a combat vehicle, but it would appear there are aspects to a combat vehicle build that would be very advantageous to regular vehicle builders as well. If anyone has any knowledge, ideas, tips, advice, what have you...I'd truly appreciate any help or guidance. Thank you!!
i builded a floorpart (with blender 2.78) and the hitbox dosent work like it should. the hitbox ignores the red and blue faces completly and only formes a simple cube aroudn the hole thing so anytime trying to sand on the blue floorpart the av is hovering. what do i have to do to get a workin hitbox for that floor?