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Entity without collision #147139
08/10/07 19:38
08/10/07 19:38
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
User
Marky Mark  Offline OP
User

Joined: Jul 2002
Posts: 857
Québec
Hi,

I have a moving entity that I don't want to collide with anything. I want that everything, for this entity, is passable.

In my action, I have my.push = 10;

It goes through any models, but not with level blocks. How to make it go through level blocks?

thanks


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Entity without collision [Re: Marky Mark] #147140
08/10/07 20:07
08/10/07 20:07
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Write in the C_Move Function behind "GLIDE" "Ignore_MAP" look into the Manual for more Informations

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Entity without collision [Re: rvL_eXile] #147141
08/10/07 20:32
08/10/07 20:32
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
User
Marky Mark  Offline OP
User

Joined: Jul 2002
Posts: 857
Québec
Thanks it works.


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Entity without collision [Re: Marky Mark] #147142
08/19/07 05:25
08/19/07 05:25
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
User
Marky Mark  Offline OP
User

Joined: Jul 2002
Posts: 857
Québec
No, its not working.

Can you be more specific about this C_Move function?


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Entity without collision [Re: Marky Mark] #147143
08/19/07 08:58
08/19/07 08:58
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
hello somthing out of the manual

IGNORE_YOU Ignores the you entity on collision detection.
IGNORE_PASSABLE Ignores all passable blocks and entities, including all water entities.
IGNORE_PASSENTS Ignores passable model and sprite entities, but still detects water entities (rectangular passable maps, or passable terrain). It sets the predefined flags in_passable and on_passable . The predefined passable_ent pointer is set to the detected water entity. This can be used, for example, to switch the player behavior to swimming.
IGNORE_MAPS Ignores all map and terrain entities.
IGNORE_MODELS Ignores all models.
IGNORE_SPRITES Ignores all sprites.
IGNORE_PUSH Ignores all entities with lower push values than the me entity.
IGNORE_CONTENT Ignores the content of the move origin. The function is faster, but water entities (see above) are not detected.

ore use my.passable = on;


"empty"

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