The player-damage detector plane has to have collision on for objects to detect it with rays, but with collisions on, the player walking into it causes a spack attack.
So I want a collision-less object that can be detected with rays.
With my testing just then, I dont think it can be done.
okay well… if you just turn on actor and ghost for the collision plane then it should not act like a rigid body…ie. rigid body objects won’t bounce off of it… but it can still be parented to a rigid body and it can still be detect collisions… and it will still be noticed by a ray…
I cant test it now, but I have a feeling that dynamic objects can detect collision-less faces with rays, so I think when I get a chance to test it, I will turn on dynamic for the arrow and see how it goes.
Someone ought to release a blender GE bounding doc., stating how everything collision/ray/radar/dynamic oriented works with detecting each other, to make developing games a little less frustrating, and less of a guessing game. Mabye I could do it. :eyebrowlift2:
I say guessing game because in the past I have had to try all sorts of combinations with the objects’ physics and collision-work stuff.
Also, because, would you believe it, when i had an object with bounds box on and clicked on ghost, the bounding option dissapears, but it still made a difference in-game. Turns out it was exactly what i wanted. :spin: