This *should* allow you enter a hangar like the ones on the federation coreship.
This requires a region in the hangar entrance. Name doesn't matter as long it's the same name in your lua.
OnEnterRegionName(
function(region, character)
SetProperty(GetCharacterVehicle(character), "BuildingCollision", "CLEAR")
end,
"Region0"
)
OnLeaveRegionName(
function(region, character)
SetProperty(GetCharacterVehicle(character), "BuildingCollision", "")
end,
"Region0"
)
How to enter a sealed hangar (untested theory)
Moderator: Moderators
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xwingguy
How to enter a sealed hangar (untested theory)
Last edited by xwingguy on Fri Jun 30, 2006 3:23 pm, edited 1 time in total.
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
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RE: How to enter a sealed hangar (untested theory)
So BuildingCollision lets players move through walls?
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
RE: How to enter a sealed hangar (untested theory)
you can do that or edit the msh.option and add -nocollision
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xwingguy
Re: RE: How to enter a sealed hangar (untested theory)
It should allow you to pass through any building with a healthbar. If it doesn't have a health bar then it's considered a prop not a building and will be quite solid.[RDH]Zerted wrote:So BuildingCollision lets players move through walls?
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xwingguy
RE: Re: RE: How to enter a sealed hangar (untested theory)
Bumped because of slight change in code.
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darthpingu
Re: RE: How to enter a sealed hangar (untested theory)
Wouldn't that make it all nocollision then?Penguin wrote:you can do that or edit the msh.option and add -nocollision
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Tohron
Re: How to enter a sealed hangar (untested theory)
So this is entered in the game mode LUA file (like c_con.lua for CW Conquest)?xwingguy wrote:This *should* allow you enter a hangar like the ones on the federation coreship.
This requires a region in the hangar entrance. Name doesn't matter as long it's the same name in your lua.
OnEnterRegionName(
function(region, character)
SetProperty(GetCharacterVehicle(character), "BuildingCollision", "CLEAR")
end,
"Region0"
)
OnLeaveRegionName(
function(region, character)
SetProperty(GetCharacterVehicle(character), "BuildingCollision", "")
end,
"Region0"
)
And a question, could this be done for something else, like water? Because the water I'm using in one of my maps has collision geometry for flyers (I don't know why) and I want to get rid of it (the geometry)
Nice find, and thanks in advance for any help.
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xwingguy
RE: Re: How to enter a sealed hangar (untested theory)
Terrain collision is something completely different from any kind of object collision
