depents on the collision.

for instance a collision with a block

function bounce_event
{
if (EVENT_TYPE == Event_impact)
{
... // do what you want.
}
}

action bounceball
{
...
my.enable_impact = ON; // sensible for impact
my.EVENT = bounce_event;
...
}

hope this is what you mean, check the help file in the SED and type enable, you'll find al sorts of collision detections.


The more you have.. the more you can lose...
Dont tell em all you know.....