Einlander Posted June 17, 2015 Share Posted June 17, 2015 Collisions in Leadwerks EXCEPT for character collisions will tend to ignore collision triggers unless swept collision is turned on. If you turn on swept collision, and programatically move the object, all collision types except for character will detect the first trigger, move to the second, fall and then detect that it is in a trigger. Sadly I don't have a map ready to test on. Video Link to comment Share on other sites More sharing options...
reepblue Posted June 18, 2015 Share Posted June 18, 2015 Make a new collision response rule in Main.lua. -- Props can activate triggers. Collision:SetResponse(Collision.Prop, Collision.Trigger, Collision.Trigger) You might also want a new collision for objects that are picked up. Vectronic is a working example of this. Collision.PickedUpProp = 12 -- Picked up objects can still collide with triggers, but never characters. Collision:SetResponse(Collision.PickedUpProp, Collision.Character, Collision.None) Collision:SetResponse(Collision.PickedUpProp, Collision.Scene, Collision.Collide) Collision:SetResponse(Collision.PickedUpProp, Collision.Prop, Collision.Collide) Collision:SetResponse(Collision.PickedUpProp, Collision.Trigger, Collision.Trigger) Collision:SetResponse(Collision.PickedUpProp, Collision.PickedUpProp, Collision.None) 1 Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Einlander Posted June 18, 2015 Author Share Posted June 18, 2015 (edited) I probably should be doing that anyway. Thanks for the tip! Edit: According to this list http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778 props arent suppose to set off triggers. so consider this solved. Edited June 18, 2015 by Einlander Link to comment Share on other sites More sharing options...
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