Scripts / [SOLVED] Collusion not working properly

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Incenseman2003
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Posted: 20th Jan 2019 18:47 Edited at: 20th Jan 2019 20:27
I imported several entities today that are hallways and all but the last one works fine and can be entered by the player.
The last one I imported cannot be entered by the player.

Collusion in the fpe is set as


I have:
Made sure that the entity is not static.
deleted the dbo and fpe for the entity, restarted GG and re-imported it several times.
Still cannot enter the hallway entity.
I can turn the collusion off completely by setting it to "11" and the player walks right through it.
GG seems to think that "1" is the box collusion setting.

I am open to suggestions.

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AmenMoses
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Location: Portsmouth, England
Posted: 20th Jan 2019 21:49
This post has been marked by the post author as the answer.
Only static entities can have polygon collision mode.

So make it static and set isimmobile as well.
Been there, done that, got all the T-Shirts!
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Incenseman2003
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Posted: 21st Jan 2019 00:38
I set it as static and it allowed the player to enter.
However I have a level where I put some hall sections that are not static and they also allow the player to enter.
I am really confused.

Oh well.
As long as it works.
Thanks big time.
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cybernescence
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Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 21st Jan 2019 10:36 Edited at: 21st Jan 2019 10:41
Dynamic entities can have polygon collision as long as isimmobile = 1 in the fpe (basically makes it a static entity but can have scripts attached and it’s behaviour will be tracked in engine )

Edit: for me the issue has been I want vehicle entities to be dynamic with poly collision so the player can approach but also have dynamic physics when needed (which is disabled when isimmobile set to 1). So I added a lua command to be able to set the flag in game - seems to work ok so far.)

Cheers.

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