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How to use ACTIVATE_PUSH #254155
03/01/09 13:41
03/01/09 13:41
Joined: May 2006
Posts: 133
ME
Mysterious Offline OP
Member
Mysterious  Offline OP
Member

Joined: May 2006
Posts: 133
ME
Hi

I have two Objects and these states:

1- one of them may ANIMATE and MOVE and COLLIDE with the other one

2- one of them may MOVE and COLLIDE with the other one

3- Both of them are MOVING and one of them is ANIMATE-ing

Notes:
-PUSH values are either equal or varies
-Both are DYNAMIC
-Both have c_setminmax called
-Both are not PASSABLE
-Both ENABLE_PUSH are set
-Both use c_move to move with ACTIVATE_PUSH

ok after these long description, the problem is only when the object with higher push value and with ANIMATE enabled is activate the event for the other entity,
but when the entity with lower push value collide with the other entity(the one with higher push value) it didn't trigger the push event for that entity

I hope that I made it clear so can you help me out

thanks

Mysterious smile


Last edited by Mysterious; 03/01/09 14:05.
Re: How to use ACTIVATE_PUSH [Re: Mysterious] #254251
03/02/09 00:40
03/02/09 00:40
Joined: Apr 2006
Posts: 737
Ottawa, Canada
O
Ottawa Offline
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Ottawa  Offline
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O

Joined: Apr 2006
Posts: 737
Ottawa, Canada
Hi!
The manual says under --- > push
Quote:

Collision priority. Only entities with a higher or equal push value than the collider are collision obstacles.


What I understand from your message, is that the push values are not equal
and so the one with the lower value cannot trigger the event of the other.

If you want them to activate one another, they must have the same value.

Ottawa smile

Re: How to use ACTIVATE_PUSH [Re: Ottawa] #254269
03/02/09 07:46
03/02/09 07:46
Joined: May 2006
Posts: 133
ME
Mysterious Offline OP
Member
Mysterious  Offline OP
Member

Joined: May 2006
Posts: 133
ME
Hi
but in c_move the manual says

Quote:
ACTIVATE_PUSH
Triggers the EVENT_PUSH collision event on the hit entity, regardless of the push value. If the event function returns 1, the hit entity is considered an obstacle; if the event function returns 0, it is ignored. This way individual collision groups can be defined.


and that's what I was refer to

thanks for your reply

Last edited by Mysterious; 03/02/09 07:47.

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