Custom collisions
23 posts • Page 1 of 1
Custom collisions
Rather than adding more collision menus. as others have suggested, I thought, why not custom collisions?

Where it says none selected, if you cllick in there, you can type a collision name, for example 'Wheels'.
Now only things that have Wheels in this section will collide with it.
Support or not?

Where it says none selected, if you cllick in there, you can type a collision name, for example 'Wheels'.
Now only things that have Wheels in this section will collide with it.
Support or not?

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Under Ground - Posts: 820
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Re: Custom collisions
I support if you can add as many custom collision groups as you want. That'd be a cool idea. But even rename the collision groups would be nice.

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KarateBrot - Posts: 825
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Re: Custom collisions
I already suggested this some time back, so I support it. But this would cause compatibility issues between different scenes and phunlets.

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Rrobba - [Best Sig 2010]
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Re: Custom collisions
I support this too but I think collision groups can only be one character
e.g. a or 1 or § or )
and not a word
e.g. gun or bullet or resit
e.g. a or 1 or § or )
and not a word
e.g. gun or bullet or resit
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xplane80 - Posts: 498
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Re: Custom collisions
I think that we should have a number as a collision group like 1 to inf+.
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Rideg - Posts: 948
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Re: Custom collisions
Numbers are collision groups. The letters are just so we can easily understand it.
A = 1
B = 2
C = 4
D = 8
E = 16
F = 32
G = 64
Then you just add up the different numbers for mixed collision groups.
Anyway, I support this, although I don't see how they could implement it with the current system.
A = 1
B = 2
C = 4
D = 8
E = 16
F = 32
G = 64
Then you just add up the different numbers for mixed collision groups.
Anyway, I support this, although I don't see how they could implement it with the current system.
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RicH - [Funniest Person 2010]
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Re: Custom collisions
How would you handle mixed collision groups that way then?
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RicH - [Funniest Person 2010]
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Re: Custom collisions
Easy insted of the answer of the sum of the collision numbers you have the equation. like a and b will become 1+2 instead of 3
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Rideg - Posts: 948
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Re: Custom collisions
That would lengthen any mixed collision group. ABCDEFG would be 1+2+3+4+5+6 instead of just 127. IMO, it's better with the current system, but that isn't even related to the topic.
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RicH - [Funniest Person 2010]
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Re: Custom collisions
I support. This would be great. It would allow me to make even more complicated scenes 
Question: How did you make that menu? Photo Editing? or was it in Algodoo/Phun
Question: How did you make that menu? Photo Editing? or was it in Algodoo/Phun
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niffirg1 - Posts: 376
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Re: Custom collisions
Photo editing, since nobody has yet figured out how to make custom widgets (which is a suggestion I still stand behind, BTW).
I support this idea, in the form of strings as well as integers for collision groups, and an infinite number of custom groups. This would not only help simplify choosing collidesets for objects, but also the whole organization of a scene. Much better to have custom collision groups with names than having to mix letter groups.
I support this idea, in the form of strings as well as integers for collision groups, and an infinite number of custom groups. This would not only help simplify choosing collidesets for objects, but also the whole organization of a scene. Much better to have custom collision groups with names than having to mix letter groups.
.. ,__,_____
. / __.==--" - - - - - - - - ""
./#(-'
.`-' From http://www.ascii-art.de/. Modded by me to work in Arial.
. / __.==--" - - - - - - - - ""
./#(-'
.`-' From http://www.ascii-art.de/. Modded by me to work in Arial.

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Dakta - Posts: 417
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Re: Custom collisions
Srry was a little bit tired the clock was only let's say 3:am? but the a longer version of the alfabet perhaps? 
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Rideg - Posts: 948
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Re: Custom collisions
Say what?
.. ,__,_____
. / __.==--" - - - - - - - - ""
./#(-'
.`-' From http://www.ascii-art.de/. Modded by me to work in Arial.
. / __.==--" - - - - - - - - ""
./#(-'
.`-' From http://www.ascii-art.de/. Modded by me to work in Arial.

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Dakta - Posts: 417
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Re: Custom collisions
You know, like yuzz, wum, um, humpf, fuddle...
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Chronos - [Most Active Member 2010]
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Re: Custom collisions
i support this fully.
this would help create more complex scenes.
also there would be no compatability problems exept for those with an outdated version of algodoo or ye olde phun.
also the current sysytem for handeling collisions (binary) is a lot better and will more than likely run alot faster.
this would help create more complex scenes.
also there would be no compatability problems exept for those with an outdated version of algodoo or ye olde phun.
also the current sysytem for handeling collisions (binary) is a lot better and will more than likely run alot faster.
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- electronicboy
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Re: Custom collisions
As electronicboy said, that could create very much additional lag. And more than 8 collision groups is very rarely needed. (with no self-collision and combinations it's effectively much more than 8 now)
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davidz40 - Posts: 438
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Re: Custom collisions
Like I said before I do support this, but it could cause more lag now that I think about it. Like many things, maybe it should be toggled on and off when desired.

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Rrobba - [Best Sig 2010]
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Re: Custom collisions
i support this idea, i always have a problem with not enough collision groups...
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simey j dude - Posts: 61
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Re: Custom collisions
I support.
But you have to use the same name in every object. So if you use "Gunner" in one object, and "gunner" in the other, it wouldn't work.
But you have to use the same name in every object. So if you use "Gunner" in one object, and "gunner" in the other, it wouldn't work.
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Matten - Posts: 435
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