Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Alan Bolte on July 24, 2012, 11:04:52 pm

Title: $no_collisions; $nocollide_this_only
Post by: Alan Bolte on July 24, 2012, 11:04:52 pm
I've been experimenting with these, and I can't understand how they work. I can fly my fighter through something with these properties regardless of whether that object is moving. On the other hand, when I tried to have a no_collisions Fenris move through an unaltered Ganymede, it failed.

Any insight would be appreciated.
Title: Re: $no_collisions; $nocollide_this_only
Post by: zookeeper on July 25, 2012, 02:02:21 am
They work as advertised for me. The explanation of them in the wiki is very straightforward and I don't really see how it could be clarified further.
Title: Re: $no_collisions; $nocollide_this_only
Post by: Alan Bolte on July 25, 2012, 08:48:06 pm
Here's a test mission. I set the Fenris's main hull to $no_collisions. I can fly through everything except the rotating antenna. The Fenris, on the other hand, cannot fly through a Ganymede.

Mission created and tested with 3.6.14 RC6. Built with the media VPs.

[attachment deleted by a ninja]
Title: Re: $no_collisions; $nocollide_this_only
Post by: zookeeper on July 26, 2012, 02:16:02 am
Looks like we have a bug there. Removing the $rotate prop from the antenna allows me to fly through it again, so presumably ship-to-ship collisions vs rotating submodels aren't getting correctly ignored. As a workaround, you could add the $no_collisions prop to the antenna as well, since that seems to work.

As for why it still can't (even partially) fly through the Ganymede, I couldn't say. In any case, if you want some class of ship to always be uncollideable, you should probably use the "no collide" ship flag rather than a modified model with added submodel flags. Although if this bug (http://scp.indiegames.us/mantis/view.php?id=2513) also affects ship flags, you might need to use a copy of the original model anyway.