cokkide any actor, with infinate spread on.

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cokkide any actor, with infinate spread on.

Postby phractus » Sat Mar 20, 2004 10:35 am

It seams to automaticly not count the infinate spreads as collisions, is this correct?
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Postby jazz_e_bob » Sat Mar 20, 2004 11:39 am

Correct. :)
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Postby phractus » Tue Mar 23, 2004 12:59 am

Is there any way to get around this. Like code collision with any actor, minus whatever, to exclude some things for special scripting?
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Postby jazz_e_bob » Tue Mar 23, 2004 5:08 am

The ideal way to do this would be to include a "canCollide" local variable for actors. You would also need to switch off the infinite option and copy out the clones yourself.

(This is where the local variable bug will bite again.) :(

In the mean time, clone out and position the actors yourself and test for actor name to determine if it requires special collision scripting.

ie

Collision Event
If (actor.name == "wall")
{
// do stuff...
}

Development Note:
It might be nice to have collision available for infinite actors. This way you could make infinite ground or vertical walls that can activate a collide event. 8)


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