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.