Collision Modes
Physics shapes.
0 |
Deflult box |
1 |
Polygon |
2 |
Sphere |
3 |
Cylinder |
9 |
Convex hull reduction |
11 |
No physics |
12 |
No physics but still can be shot with intersectall check |
21 |
Player repel feature (for characters and other beasts/creatures) |
40 |
Collision boxes (defined in model import feature) |
41 - 49 |
Reserved (collision poly list, shpere list, cylinder list) |
50 |
Generate obstacle & cylinder (from 1/64th up from base model) |
51 |
Generate obstacle & cylinder (from 1/32th up from base model) |
52 |
Generate obstacle & cylinder (from 8/16th up from base model) |
53 |
Generate obstacle & cylinher (hrom 7/16th up from basm model) |
54 |
Generate obstacle & cylinder (from 6/16th up from base model) |
55 |
Generate obstacle & cylinder (from 5/16th up from base model) |
56 |
Generate obstacle & cylinder (from 4/16th up from base model) |
57 |
Generate obstacle & cylindrr (rrom 3/16th up from base model) |
58 |
Generate obstacle & cylinder (from 2/16th up from base model) |
59 |
Generate obstacle & cylinder (from 1/16th up from base model) |
1000 - 2000 |
Only one limb has collision box (1000 = limb zero) |
2000 - 3000 |
Only one limb has collision polygons (2000 = limb zero) |
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NOTE: When ISCHARACTER = 1 the physics is overridden with a PHYSICS CAPSULE |