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do we need bullet collision?

Posted: Sun Mar 23, 2008 2:24 pm
by ogrish
Ok im working on a custom map and my bullet collision isnt right, so weapons fall thru ground and grenades overpenatate. but blocks like fusion coils dont. So i was thinking maybe i dont need coll, i just need to figure out why fusion coils dont fall thru but weapons do, and make changes.

But before i put forth the effort, i thought id be lazy and ask.

Maybe someone here has solved this problem already :wink:

So my question is what needs changed in the material of the weapons so they wont fall thru?

Posted: Mon Mar 31, 2008 11:47 am
by plushiefire
Coll=Bullet collision
Phmo=Physpics/Object collision

Posted: Mon Mar 31, 2008 9:33 pm
by SkgSkrillaka
Coll = bullets e.g smg bullets, shotgun bullets
grenades = not bullet
phmo = objects collision e.g greandes = yes :P

now that's an explanation :D

Posted: Mon Mar 31, 2008 11:28 pm
by DarkShallFall
SkgSkrillaka wrote:Coll = bullets e.g smg bullets, shotgun bullets
grenades = not bullet
phmo = objects collision e.g greandes = yes :P

now that's an explanation :D
No thats an idiotic and blind post.
Coll Is for projectiles(Grenades and Bullets are projectiles >_>) and cameras.
Phmo is for other objects with a Phmo.

Posted: Tue Apr 01, 2008 2:22 am
by neodos
Didn't you already asked for this and it wa solved?

When you spawn your weapons as itmc, collection (NetGame Equipement) you can set the spawn to "float" so the weapon is floating.

Your weapons may fall through the machines because the machines spawns after the weaps at start.