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FPSC Classic Scripts / making coloff work (question)

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daarboven
16
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 20th Mar 2008 18:20
ok folks i tried to make an entity with collision detection turned off but seem to have it all wrong- heres what i did:

changed collisionmode in FPE file to:
collisionmode = coloff

changed the main ai script of the entity to default_coloff.fpi


but i can't get the thing to work. Still the collision is on

please someone help me and show me how to do it right!

I am Jacks complete lack of surprise.
xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Mar 2008 18:39
Is it a dynamic entity? You can't script a static one.

best.

daarboven
16
Years of Service
User Offline
Joined: 20th Dec 2007
Location: right over there, see?
Posted: 20th Mar 2008 18:43
yep you solved it. had to set it to dynamic...thank you and here, have a penguin

I am Jacks complete lack of surprise.
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 20th Mar 2008 18:44
... but I already have a penguin.

107295
17
Years of Service
User Offline
Joined: 26th May 2007
Location:
Posted: 20th Mar 2008 18:57
I wanted a penguin...

Anyway, if you needed a no collide script, there is one in that Egyptian segment Model Pack.

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.

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