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QSF uses a collision flag system defined by a bullet library. This means that the engine flags collision objects for their types and for which types they should collide with in order to filter the collision detection.
The flags used by QSF are defined in EM5/collision/CollisionTypes.h
. A collision only may appear if both sets tested against each others filter mask are not zero. Since the flags are binary bitmasks they look pretty cryptic in the editor.
The following categories are defined:
|Type||Collision Mask||Collision Mask Value||Collision Filter Group||Collision Filter Group Value|
|player units||DEFAULT | KINEMATIC | CHARACTER||37||KINEMATIC | SENSOR||20|
|civil units||DEFAULT | KINEMATIC||5||KINEMATIC | SENSOR | FIRE | TOXIC||1556|
|temporary static obstacle||DEFAULT | KINEMATIC||5||KINEMATIC | SENSOR||20|
|completely static obstacle||DEFAULT | STATIC||3||VORONOI | PROJECTILE||6144|
|AI Proximity Proxy||SENSOR||16||KINEMATIC | FIRE | TOXIC||1540|
|Shallow water plane||SHALLOWWATER||64||VORONOI | PROJECTILE||6144|
|Medium water plane||MEDIUMWATER||192||VORONOI | PROJECTILE||6144|
|Deep water plane||DEEPWATER||448||VORONOI | PROJECTILE||6144|
|Projectiles||KINEMATIC | PROJECTILE||4100||STATIC | KINEMATIC | SHALLOWWATER||70|
|Burning Fire||FIRE||512||SENSOR | KINEMATIC||20|
|Toxic cloud||TOXIC||1024||SENSOR | KINEMATIC||20|
This leads to the following settings for the created AI maps:
|Map||Avoided Types||Avoided Value||Required Types||Required Value|
|Land Map||STATIC | SHALLOWWATER||66||0|
|Medium Water Map||STATIC||2||MEDIUMWATER||192|
|Deep Water Map||STATIC||2||DEEPWATER||448|