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Re: Specific Collision
[Re: Valdsator]
#305889
01/18/10 07:16
01/18/10 07:16
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Joined: Feb 2009
Posts: 84 Deutschland/Niedersachsen
GorNaKosh
Junior Member
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Junior Member
Joined: Feb 2009
Posts: 84
Deutschland/Niedersachsen
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You could use str_for_entname(STRING*, ENTITY*); in the event-function to check every specific collision combination. An other possibility could be to set FLAG2 to models that should be ignored (in WED or via script) and use IGNORE_FLAG2 in your c_move functions. The third chance I can show you is to use the push-value. With this feature you can make moving Entities collide with Entities that have a higher push-value only. To activate this you have to set IGNORE_PUSH in your c_move function. greez Gor Na Kosh
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Re: Specific Collision
[Re: Valdsator]
#307413
01/29/10 04:15
01/29/10 04:15
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Joined: Mar 2009
Posts: 186
Valdsator
OP
Member
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OP
Member
Joined: Mar 2009
Posts: 186
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Never mind, figured it out. Used c_trace.  But, is it possible to have 2 c_traces for 1 object? Because right now I'm making the jumping controls, and everything works great, but I want the player to start immediately falling when he bonks his head under something (and besides, I might want to use c_trace for other things too, like enemy bullets and such). Thanks in advance.
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