entity collision
Displaying 1-5 of 5 total.
1
RageCage
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has anyone else had a problem where the player and another spawned entity ignore each other's hotspots?
I'm using the 7/1/2004 build and have nothing more than this in the map vc:
void start(){
entitySpawn(50+1,50,"nathan.chr");
setPlayer(entitySpawn(50,50,"nathan.chr"));
}
and the autoExec in system.vc does nothing but map to the city01.map
Also, the hotspots are setup right, trust me.
Posted on 2004-07-16 21:57:25 (last edited on 2004-07-16 21:58:23)
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Interference22
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Entity collision is a little screwy at the moment. Last time I heard, someone said that spawned entities' collision is RANDOMLY determined or something exceedingly silly. We'll just have to wait for Vecna to stick in configurable entity collision.
Posted on 2004-07-16 23:07:39
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Gayo
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This should be fixed by now, but you may have to manually set entity.obstructs (or is it entity.obstruct?) and entity.obstructable to true -- I think they default to false now. In the really old version they defaulted to a random value, which was the source of my woes.
Posted on 2004-07-17 03:04:21 (last edited on 2004-07-17 03:04:49)
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RageCage
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well its not too important for me as long as the next release has it setup to default as both being true, thanks
Posted on 2004-07-17 04:57:51
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Gayo
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Uh. Does it really matter? If it allows you to manually change the values now, why don't you just set them to true after the spawn?
Posted on 2004-07-17 17:42:22
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