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EVENT_IMPACT and push #186929
03/04/08 12:19
03/04/08 12:19
Joined: Jan 2008
Posts: 49
Sweden
K
Kenchu Offline OP
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Kenchu  Offline OP
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K

Joined: Jan 2008
Posts: 49
Sweden
Im having problems with EVENT_IMPACT and push. Acording to the manual, only entities with a lower push value than the collision object will trigger the event. However, not only do entities with a lower push value trigger the event, but also the ones with higher, making push pretty much useless. Is it supposed to be like that?

Last edited by Kenchu; 03/04/08 12:19.
Re: EVENT_IMPACT and push [Re: Kenchu] #186930
03/04/08 14:29
03/04/08 14:29
Joined: Aug 2005
Posts: 1,558
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vlau Offline
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vlau  Offline
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Have you add IGNORE_PUSH in your c_move mode list?

Re: EVENT_IMPACT and push [Re: vlau] #186931
03/04/08 14:46
03/04/08 14:46
Joined: Jan 2008
Posts: 49
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Kenchu Offline OP
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Kenchu  Offline OP
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Joined: Jan 2008
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Hm maybe I've missunderstood how impact and push are supposed to work. The effect I want to achieve is that objects with smaller push value shouldnt be able to push those with higher. Can be done easily with an if-statement in the event handler, but I thought that wouldnt be necessary since push is supposed to be "automatic", or at least I thought so until now. I guess that wasnt what push was supposed to do.

Re: EVENT_IMPACT and push [Re: Kenchu] #186932
03/04/08 15:08
03/04/08 15:08
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vlau Offline
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vlau  Offline
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When I saw this keyword at the first time, I thought that the
entity with small push value would be "push away" from the higher
push value entity but it still useful in some conditions like
the enemy or obstacle was killed/destroyed and you don't want that
obstacle stucking your way.

It should run faster than using if-statement in your event
function I think.


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