Can you explain ur problem with more detail because i read the post and i dont know what ur problem is.SHould the weapon be passable when the player drop it? WFG Progger
Hm, you could set the varible to the dropped model to "passable", as this will allow models to go into each other. So say you wanted a chainsaw to cut through a tree, you'd have to make the tree passable to the chainsaw or else the tree model and chainsaw would either get stuck, spaz out, or just cut through each other.
I want the object to be passable only until the player moves out of it.
For example, say I want to drop a crate on the ground I am standing on. The crate has to be passable or else I will get stuck; however, the crate must become impassable once I step out of it otherwise it is not much of a crate.
use vec_dist to keep track of the object and player's distance.
When the two are far enough apart, set the object to no longer be passable.
Use a variable as a switch, and once the object and player are far enough apart, set the variable to 1. Use this variable to switch off being passable.
Optionally, you could also use the YOU pointer in combination with the IGNORE_YOU flag, so that other players could still collide with this object even though the player can't. You would just have to set the YOU pointer to the player who dropped it every frame until collision for the two is switched back on.