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PASSABLE flag #359230
02/16/11 11:15
02/16/11 11:15
Joined: Jan 2011
Posts: 65
R
reknak Offline OP
Junior Member
reknak  Offline OP
Junior Member
R

Joined: Jan 2011
Posts: 65
Hi guys,

I can't give the passable flag to an 'dead' entity (e.g. a just killed enemy). What I'm doing wrong? Thanks for taking the time!

Code:
// state 4: death animation //////////////////////////////////// 
		if(my.STATE == 4) 
		{
			c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSABLE);
			my.z = hit.z - vFeet.z;	
			set(my,PASSABLE);	
			my.ANIMATION += 3*time_step; 
			ent_animate(me,"death",my.ANIMATION,0); // animate the entity
			if (my.ANIMATION > 70) 
				return;
		}


ps: I'm certain that the code runs, only the 'set(my,PASSABLE);' doesn't work.

-edit; the manual says this (which doesn't work with with me):

PASSABLE
If the PASSABLE flag of an entity is set, its collision detection is switched off. Other entities can move straight through it, collision events are not triggered. Setting this flag for as many entities as possible increases the frame rate.

Type:
flag
Example:
my.PASSABLE = ON;
set(my,PASSABLE);


Last edited by reknak; 02/16/11 11:18.
Re: PASSABLE flag [Re: reknak] #359257
02/16/11 14:49
02/16/11 14:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Your c_move (/ c_trace) instructions (f.i. the player movement) need to IGNORE_PASSABLE.


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Re: PASSABLE flag [Re: Superku] #359535
02/18/11 12:26
02/18/11 12:26
Joined: Jan 2011
Posts: 65
R
reknak Offline OP
Junior Member
reknak  Offline OP
Junior Member
R

Joined: Jan 2011
Posts: 65
Thanks for the help Superku


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