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
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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.
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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.
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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]
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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.