Dual Collision Scripting
3 posts • Page 1 of 1
Dual Collision Scripting
Okay, so I have this gun that spawns balls and sends them flying. It works fine, but it has a huge block on it that makes the balls fly fast and far by colliding inside of it. Not very practical for somebody to carry around a huge block, eh? So I thought, "Hey, I'll just make my bullets spawn with collision groups A and B on, and make a negative attraction bar (that collides with B) to send them flying faster without a huge block on there. Simple!" But it turns out it's not that simple.
Whenever I put in my dual collision script, it only makes the bullet ball collide with A or B, not both. The script for making them collide with both, is...
I've also tried:
So my problem is this: How in the world do I make something collide with A and B at the same time with scripting?
Whenever I put in my dual collision script, it only makes the bullet ball collide with A or B, not both. The script for making them collide with both, is...
- Code: Select all
collideset := 1;collideset := 2;
I've also tried:
- Code: Select all
collideset := 1,2
So my problem is this: How in the world do I make something collide with A and B at the same time with scripting?

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FruitMonger - Posts: 135
- Joined: Thu Dec 10, 2009 8:20 pm
- Location: Some fruit stand in Indiana
Re: Dual Collision Scripting
For collidesets, you have to add the numbers together.
A = 1
B = 2
C = 4
D = 8
And so on.
F + B = 34
A + B = 3
So you'd want collideset := 3
A = 1
B = 2
C = 4
D = 8
And so on.
F + B = 34
A + B = 3
So you'd want collideset := 3
TheWinkits wrote:They both looks of cuking amazing
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Chronos - [Most Active Member 2010]
- Posts: 4457
- Joined: Mon Aug 31, 2009 6:00 pm
- Location: Californania
Re: Dual Collision Scripting
OH, I can't believe I didn't think of that. Thanks allot, Chronos! This's gonna help with some many things.




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FruitMonger - Posts: 135
- Joined: Thu Dec 10, 2009 8:20 pm
- Location: Some fruit stand in Indiana
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