Chiblue Posted March 10, 2010 Share Posted March 10, 2010 I am finally working through building my collision controls into editor so I can use LUA to control the collisions of my entities... I have been looking at the engine_const script and are a little confused... can someone explain how these are used and why they are there, they do not represent enttiy types, I understand that these are used to define what gets rendered in the scene, but can we add our own, how are these attributed to the entities and is there a entity key for these constants? Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
AggrorJorn Posted March 10, 2010 Share Posted March 10, 2010 I dont know what the engine_const does, but if you are refering to the collision types you can choose in the Lua menu's, then I suggest you take a look in the LUG. It is explained there what option is needed for your collision type. Quote Link to comment Share on other sites More sharing options...
Rick Posted March 10, 2010 Share Posted March 10, 2010 Every model that has a script has a Physics tab in the properties. You can see the collision types defined there. You can define your own manually in a script with EntityType(). Quote Link to comment Share on other sites More sharing options...
Chiblue Posted March 10, 2010 Author Share Posted March 10, 2010 Every model that has a script has a Physics tab in the properties. You can see the collision types defined there. You can define your own manually in a script with EntityType(). Yes I have changed the collisino types which seem to be working, but there is the engine_const and these are not the same as he collision types... I see that these are used for rendering, but how do they get assigned to the entity? ENTITY_MESH=1 ENTITY_EMITTER=2 ENTITY_MODEL=4 ENTITY_BODY=8 ENTITY_TERRAIN=16 ENTITY_BONE=64 ENTITY_CAMERA=128 ENTITY_CORONA=256 ENTITY_LISTENER=1024 ENTITY_PIVOT=2048 ENTITY_MESHLAYER=4096 ENTITY_POINTLIGHT=8192 ENTITY_SPOTLIGHT=512 ENTITY_DIRECTIONALLIGHT=16384 ENTITY_VEGETATION=32768 ENTITY_ALL=ENTITY_MESH+ENTITY_EMITTER+ENTITY_MODEL+ENTITY_TERRAIN+ENTITY_BODY+ENTITY_BONE+ENTITY_CAMERA+ENTITY_CORONA+ENTITY_POINTLIGHT+ENTITY_SPOTLIGHT+ENTITY_DIRECTIONALLIGHT+ENTITY_LISTENER+ENTITY_PIVOT+ENTITY_MESHLAYER ENTITY_RENDERABLE=ENTITY_VEGETATION+ENTITY_MESH+ENTITY_TERRAIN+ENTITY_CORONA+ENTITY_EMITTER+ENTITY_SPOTLIGHT+ENTITY_POINTLIGHT+ENTITY_MESHLAYER Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
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