Quote: "It is mainly doors I am referring to, collision is calculated from the first frame of the animation (door closed) the collision envelope does not follow the animation, this is the reason you turn collision off in the script after opening so you can walk through the entry. If you scale the door in the game editor you may find collision has been set to the original scale. Reloaded may compensate for scaling animated dynamic entity's, I wouldn't know for sure, it is always best to have scale set correctly before animating in your modeling app to ensure things work correctly."
rolfy is correct in that using the widget scale doesnt effect the collision box - ie. making something bigger will still have a small collision and vice versa however you can scale via script or fpe and the collision will change correctly - just a bit more trial and error than using a nice widget scale i guess.
by script you need to turn collision off and then scale though (this can be done in the init part so it's instant).
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