CollisionType <string> - actor that goes through actors with group <string>, an actor has only one collision type (set CollisionType "None" to disable)
CollisionGroup <string> - actor that allows other actors with type <string> to go through itself, an actor can have multiple collision groups (use ClearCollisionGroups to clear them)
Examples:
Code: Select all
Actor MegaRocket : Rocket replaces Rocket // MegaRocket goes through MegaDoomImp and MegaHellknight
{
CollisionType "SuperMissile"
}
Actor MegaDoomImp : DoomImp replaces DoomImp
{
CollisionGroup "SuperMissile"
}
Actor MegaHellknight : Hellknight replaces Hellknight
{
CollisionGroup "SuperMissile"
}
Actor NotMegaHellKnight : MegaHellknight // MegaRocket can't go through this monster
{
ClearCollisionGroups
}
Actor NotMegaRocket : MegaRocket // this actor can't go through anyone
{
CollisionType "None"
}
// Tip: Projectiles have -SOLID by default, everything can go through rockets.
Code: Select all
// OmegaDoomImp can't go through MegaDoomImp, but MegaDoomImp goes through OmegaDoomImp
Actor OmegaDoomImp : DoomImp
{
CollisionGroup "Imps"
}
Actor MegaDoomImp : DoomImp
{
CollisionType "Imps"
}
// ==================================
// OmegaDoomImp goes through MegaDoomImp, but MegaDoomImp can't go through OmegaDoomImp
Actor OmegaDoomImp : DoomImp
{
CollisionType "Imps"
}
Actor MegaDoomImp : DoomImp
{
CollisionGroup "Imps"
}
This feature will be very useful in situations like this:
Code: Select all
Actor RedTeamStructure : Structure
{
CollisionGroup "RedTeam"
}
Actor BlueTeamStructure : Structure
{
CollisionGroup "BlueTeam"
}
Actor BlueTeamClass1 : PlayerPawn
{
CollisionType "BlueTeam"
}
Actor BlueTeamClass2 : PlayerPawn
{
CollisionType "BlueTeam"
}
Actor RedTeamClass1 : PlayerPawn
{
CollisionType "RedTeam"
}
Actor RedTeamClass2 : PlayerPawn
{
CollisionType "RedTeam"
}