The c_instructions were created for use with the new ABT scene management (because they require the methods created in them for correct collision...you're player will walk through geometry is you use the original technique in an ABT build), although you can use them with BSP, too. Ent_move is deprecated and will be removed from the engine; however you can still use it's functionality with c_move by setting enable_polycollision to 0.5 and making sure you setting the c_instructions flag to USE_AABB (along with whatever flags you sest). New collision is the newer OBB. Consult c_move in the manual for particulars. AABB is faster but doesn't allow per poly collision or access to the newer collision techniques and according to the A7 manual is now a Pro feature only (along with BSP scene management). However, if you're using "old school" bounding boxes (and A4-mid-A6 code) then it's what you'll want to use.

Quote:

USE_AABB P Uses an axis aligned bounding box (AABB) for collision, rather than an oriented bounding box (OBB). The AABB system is faster, but ignores the entity orientation on USE_BOX, treats models and sprites as boxes, and requires a BSP level. See collision for the difference between both systems.





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