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Entity without collision
#147139
08/10/07 19:38
08/10/07 19:38
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
OP
User
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OP
User
Joined: Jul 2002
Posts: 857
Québec
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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.
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Re: Entity without collision
[Re: Marky Mark]
#147140
08/10/07 20:07
08/10/07 20:07
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile

3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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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
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Re: Entity without collision
[Re: Marky Mark]
#147142
08/19/07 05:25
08/19/07 05:25
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Joined: Jul 2002
Posts: 857 Québec
Marky Mark
OP
User
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OP
User
Joined: Jul 2002
Posts: 857
Québec
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No, its not working.
Can you be more specific about this C_Move function?
Yeah! IE sucks, use Mozilla... Marc Rémillard.
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Re: Entity without collision
[Re: Marky Mark]
#147143
08/19/07 08:58
08/19/07 08:58
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Joined: Jul 2007
Posts: 959 nl
flits
User
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User
Joined: Jul 2007
Posts: 959
nl
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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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