For performance reasons better do:Vaecrius wrote:ZScript is your friend for something like this.
Here is a barrel that players can pass through but nothing else can:Code: Select all
class MonsterBlocker : ExplosiveBarrel { override bool CanCollideWith(actor other, bool passive) { if(other is "PlayerPawn") return false; else return super.CanCollideWith(other, passive); } }
Code: Select all
class MonsterBlocker : ExplosiveBarrel
{
override bool CanCollideWith(actor other, bool passive)
{
return !(other is "PlayerPawn");
}
}