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
[url=https://github.com/rheit/zdoom/pull/560]Pull Request[/url]
New Properties:
[list][*][b]NoCollideActor[/b] - 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.
[*][b]NoCollideGroup[/b] - Sets the actor's 'group name' to never collide with. Any actors sharing the same group name will never collide with one another.[/list]
New Functions:
[list][*][b]A_SetNoCollideActor(ncname, ptr = AAPTR_DEFAULT)[/b]
[*][b]A_SetNoCollideGroup(ncgroup, ptr = AAPTR_DEFAULT)[/b][/list]
New Flag:
[list][*][b]NOCOLLIDECHILD[/b] - Any actor inheriting from the actor specified in NoCollideActor is also excluded.[/list]
This came as a response to Graf's [url=http://forum.zdoom.org/viewtopic.php?f=18&t=50394#p881828]response with the original Collision Group[/url].
The positives:
[list][*]Can be changed on the fly
[*]Inheritable[/list]
The negatives:
[list][*]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.)
[size=60]*-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.[/size][/list]
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.