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FPSC Classic Models and Media / how to make an entity that can walk through.

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born for game
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Posted: 4th Jun 2008 13:26
i want to make a bush model, I can walk through it.but how to do.I have searched ,no result. thank you.
heltor
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Posted: 4th Jun 2008 13:46
try setting the colission to reduced
Conjured Entertainment
AGK Developer
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Posted: 4th Jun 2008 16:15 Edited at: 4th Jun 2008 16:18
Look for the following line in your entitie's FPE file...

collisionmode = 0

If it is there, then make sure it is set to zero. ( 0 )
If it is not there, then add it.

A collision mode value of 0 turns the collision off. (things won't collide with it)
A collision mode value of 1 turns the collision on.

Don't forget to visit Conjured Entertainment

born for game
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Posted: 4th Jun 2008 16:57
thank you very much.
born for game
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Posted: 4th Jun 2008 17:17
bad news .It does not work.I do not know why, but I did everything .I have changed the collisionmode to 0.
Dark Jaguar Flame
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Posted: 4th Jun 2008 17:37
And dynamic?

born for game
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Posted: 4th Jun 2008 18:12
No. that is not the reason.
Aaagreen
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Posted: 4th Jun 2008 18:25
change it's start script to this, and make it dyynamic.

Formerly Bum Fat Cheese

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Conjured Entertainment
AGK Developer
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Posted: 4th Jun 2008 18:50
Yeah Aaagreen's appear script should definitely work, unless you are turning the colon on the MainAI script.

Are you using default.fpi for your Main AI of the bush?

Don't forget to visit Conjured Entertainment

Nomad Soul
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Location: United Kingdom
Posted: 4th Jun 2008 22:40 Edited at: 4th Jun 2008 22:41
You might want to check out TGC's newsletter in the following link

http://www.thegamecreators.com/data/newsletter/newsletter_issue_63.html

Scroll down a bit and you'll see an article FPSC v1.09 technology preview which has a screenshot and the following statement.

This screenshot reveals the upcoming foliage capabilities that will become available through update 1.09. It uses new assets from the TGC store, as explained in the article above. You can specify static geometry that has order independent one bit transparency and no collision data, which is ideal for grass and shrubs, and also for trees and bushes. The implementation of this feature has become available only after careful considerations of optimised assets.

I would install the v1.09 update and check this out. Using this new foliage feature will allow you to use static grass / bushes etc rather than dynamic which is required for the nocollision script and will give you much better performance.
Conjured Entertainment
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Posted: 5th Jun 2008 01:24 Edited at: 5th Jun 2008 01:42
Quote: "You can specify static geometry that has order independent one bit transparency and no collision data, which is ideal for grass and shrubs, and also for trees and bushes."

We can? How?

I thought that didn't make it in.

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born for game
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Posted: 6th Jun 2008 10:10
Thank you all, thanks Aaagreen.It is a good method except that more dynamic entities cause more lags.

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