Posted By: garv3
Ignore Entities with special skill values when performing c_move - 10/08/09 14:56
Hi all,
is it somehow possible to ignore special Entities when moving an entity by c_move? I know IGNORE_FLAG2, IGNORE_PASSABLE, IGNORE_YOU and so on...
What I want to do is: Prevent the players' entities (it's multi player) from colliding with each other and prevent the enemies from colliding with each other and prevent items from colliding with each other and enemies.
For the players (two ships) I already tried:
But they still collide and get stuck when moved 'through' each other -> why?.
It would be great if it is possible to set an IGNORE_SKILL5 for example and the c_move operation ignores all entities with the same skill5 value. Code would be somewhat like:
Anyway I would like to find a way to make an entity move ignoring all other entities that belong to the same 'group' or 'type'.
Any ideas?
Kind regards
derGarv
is it somehow possible to ignore special Entities when moving an entity by c_move? I know IGNORE_FLAG2, IGNORE_PASSABLE, IGNORE_YOU and so on...
What I want to do is: Prevent the players' entities (it's multi player) from colliding with each other and prevent the enemies from colliding with each other and prevent items from colliding with each other and enemies.
For the players (two ships) I already tried:
Code:
// SHIP 1 FUNCTION [...] you = Player2Schiff; c_move(me, nullvector, vec_scale (tempVec, -0.5*Player1Bewegungsgeschwindigkeit*time_step), (IGNORE_PASSABLE | IGNORE_PUSH | IGNORE_YOU)); [...] // SHIP 2 FUNCTION [...] you = Player1Schiff; c_move(me, nullvector, vec_scale (tempVec, -0.5*Player1Bewegungsgeschwindigkeit*time_step), (IGNORE_PASSABLE | IGNORE_PUSH | IGNORE_YOU)); [...]
It would be great if it is possible to set an IGNORE_SKILL5 for example and the c_move operation ignores all entities with the same skill5 value. Code would be somewhat like:
Code:
ship1.skill5 = 123; ship2.skill5 = 123; [...] // SHIP 1 and 2 FUNCTION c_move(me, nullvector, vec_scale (tempVec, -0.5*Player1Bewegungsgeschwindigkeit*time_step), (IGNORE_PASSABLE | IGNORE_PUSH | IGNORE_SKILL5)); // Ship ignores the other ship!
Anyway I would like to find a way to make an entity move ignoring all other entities that belong to the same 'group' or 'type'.
Any ideas?
Kind regards
derGarv