NoCollideActor/Group Properties

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Expand view Topic review: NoCollideActor/Group Properties

Re: NoCollideActor/Group Properties

by Major Cooke » Fri Dec 09, 2016 8:39 am

Indeed. That new virtual function seems to be working perfectly for my needs.

Re: NoCollideActor/Group Properties

by Graf Zahl » Fri Dec 09, 2016 8:38 am

I think this is no longer needed.

Re: NoCollideActor/Group Properties

by D2JK » Sun Aug 28, 2016 6:35 pm

Okay. Well, I'm going to give it a little time and wait until 12th October before I proceed with my flag suggestion. That is, unless you already think there's a very high chance for it to be rejected.

Re: NoCollideActor/Group Properties

by Graf Zahl » Sun Aug 28, 2016 12:38 pm

This feature is waiting for Randi's approval so I cannot give you any advice.

Re: NoCollideActor/Group Properties

by D2JK » Sun Aug 28, 2016 11:27 am

I'm wondering if I should wait for this feature, or suggest a new +THRUMASTER - flag for me to use meanwhile. The last post here is from February, so can I ask if this is going to be worked on in the near future?

Re: NoCollideActor/Group Properties

by Major Cooke » Sun Feb 14, 2016 8:34 am

NOCOLLIDESUBCLASS change complete.

Re: NoCollideActor/Group Properties

by Gez » Sun Feb 14, 2016 8:04 am

Subclasses.

Re: NoCollideActor/Group Properties

by Major Cooke » Sun Feb 14, 2016 7:35 am

How about NOCOLLIDEHEIR?

Re: NoCollideActor/Group Properties

by Graf Zahl » Sun Feb 14, 2016 2:28 am

Correct but with actors, the term 'children' is indeed misleading.

Re: NoCollideActor/Group Properties

by Major Cooke » Sat Feb 13, 2016 6:28 pm

I've seen people refer to it as one way or another.

Re: NoCollideActor/Group Properties

by Ryan Cordell » Sat Feb 13, 2016 5:23 pm

I thought the nomenclature, especially in zdoom's case, was ancestor-descendant?

Re: NoCollideActor/Group Properties

by Major Cooke » Sat Feb 13, 2016 3:53 pm

To be fair, actors inherited from are called parents.

Re: NoCollideActor/Group Properties

by Ghastly » Sat Feb 13, 2016 1:17 pm

Major Cooke wrote:Added a new flag, NOCOLLIDECHILD. Actors inheriting from the specified actor will also be excluded from collision.
The name is a little confusing. A lot of things referred to as "children" specifically refer to the master pointer.

Re: NoCollideActor/Group Properties

by Major Cooke » Sat Feb 13, 2016 8:25 am

Added a new flag, NOCOLLIDECHILD. Actors inheriting from the specified actor will also be excluded from collision.

NoCollideActor/Group Properties

by Major Cooke » Fri Feb 12, 2016 1:59 pm

Pull Request

New Properties:
  • NoCollideActor - Sets the actor to never collide with. This means neither actor will collide with the other, allowing for chain anti-collision exceptions and interloping actors of various kinds. An imp can walk through a zombie + vice versa while a zombie can walk through a cyberdemon + vice versa.
  • NoCollideGroup - Sets the actor's 'group name' to never collide with. Any actors sharing the same group name will never collide with one another.
New Functions:
  • A_SetNoCollideActor(ncname, ptr = AAPTR_DEFAULT)
  • A_SetNoCollideGroup(ncgroup, ptr = AAPTR_DEFAULT)
New Flag:
  • NOCOLLIDECHILD - Any actor inheriting from the actor specified in NoCollideActor is also excluded.
This came as a response to Graf's response with the original Collision Group.

The positives:
  • Can be changed on the fly
  • Inheritable
The negatives:
  • No more than one actor/group per entity*
  • No definable global group spaces. (I tried that with ThrustFactor -- making it non-static and global -- it was rejected.)
    *-Could be changed, but that means increasing the total amount of properties available which means more overhead.
    Or if there are other methods, I'd be more than happy to try them out as long as they can maintain their flexibility.
I was thinking about maybe upping it to two, maybe three per actor, but I'll wait to hear the devs thoughts first.

Also, this is STRICTLY for movement ONLY. This does not cover rails, telefragging, bullet puffs or anything else. Remember, this isn't species.
Attachments
nocollide.pk3
Summon MCD. Or two of them if you'd like. At first, they collide with the player until they first attack, and then they are passable by SpecMarine (you).
(8 KiB) Downloaded 77 times

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