Difference between revisions of "Map Collision"

From Unofficial QEdit Wiki Guide
Jump to: navigation, search
(Created page with "Creates an invisible box based on it's coordinates. The X Coord expands in the arrow direction and the Z is lateral. Y is probably not important, but the "Wall Type" like th...")
 
(Known Bitmasks)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
Creates an invisible box based on it's coordinates.  
+
==Object==
The X Coord expands in the arrow direction and the Z is lateral.  
+
An object that adds an invisible box of map geometry. Depending on the parameters, this invisible box of geometry can be used to section off rooms and cause monsters to lose target. It's also possible to create a type of geometry that will block projectiles and techniques.
Y is probably not important, but the "Wall Type" like the one on spaceship walls can be modified to treat enemy Aggro to stop when it's between you and the enemy.  
+
 
The collision stops all bullet projectiles, and will allow techs to go through at certain angles except the center point. It is treated as a wall for camera collision
+
==Parameters==
 +
==== Generic Arguments ====
 +
* '''Skin''' - Value = 20, object ID.
 +
 
 +
==== Unique Arguments ====
 +
* '''(1) Length''' - The size of the collision in the direction orthogonal to the rotation in Qedit's 2D display.
 +
* '''(2) Height''' - The size of the collision in the Y direction.
 +
* '''(3) Width''' - The size of the collision in the remaining axis.
 +
* '''(4) Wall Type''' - There are six wall types. Values >= 6 are treated as '''Wall Type''' 1. See below.
 +
* '''(5) Additional Bitmask''' - A bitmask to use when blended with the flags from '''Wall Type'''. This parameter can also be left at zero to use the client's masks.
 +
* '''(6) Unused''' - Unused
 +
 
 +
== Wall Types ==
 +
==== Wall Type 0 ====
 +
Indicates to use '''Additional Bitmask'''. If '''Additional Bitmask''' is 0, then a collision that affects only the camera is enforced.
 +
 
 +
Bitmask 0x0000 or 0x0001 if '''Additional Bitmask''' is 0.
 +
 
 +
==== Wall Type 1 ====
 +
This collision affects only monsters. Monsters cannot pass through the collision and they cannot see their target through the collision.
 +
 
 +
Bitmask 0x8000.
 +
 
 +
==== Wall Type 2 ====
 +
This collision affects monsters and players. Monsters and players cannot pass through the collision. Monsters cannot see their target through the collision.
 +
 
 +
Bitmask 0x8900.
 +
 
 +
==== Wall Type 3 ====
 +
This collision affects monsters and players. Monsters and players cannot pass through the collision. There is no impact on visibility which allows monsters to continue seeing their target.
 +
 
 +
Bitmask 0x0800.
 +
 
 +
==== Wall Type 4 ====
 +
This collision affects only players. Players cannot pass through the collision.
 +
 
 +
Bitmask 0x2000.
 +
 
 +
==== Wall Type 5 ====
 +
There is no special collision here.
 +
 
 +
Bitmask 0x0000.
 +
 
 +
==== Known Bitmasks ====
 +
This section needs verification.
 +
 
 +
* '''0x0001''' - Collision affects the camera.
 +
* '''0x0040''' - Collision prevents monsters from crossing but does not affect visibility. These are the blue lines in Qedit's 2D display.
 +
* '''0x8000''' - Collision affects monster visibility.
 +
* '''0x0100''' - Collision can stop projectiles and techs.
 +
* '''0x0800''' - Collision exists for players.
 +
* '''0x2000''' - Collision for only players.

Latest revision as of 20:53, 11 April 2023

Object

An object that adds an invisible box of map geometry. Depending on the parameters, this invisible box of geometry can be used to section off rooms and cause monsters to lose target. It's also possible to create a type of geometry that will block projectiles and techniques.

Parameters

Generic Arguments

  • Skin - Value = 20, object ID.

Unique Arguments

  • (1) Length - The size of the collision in the direction orthogonal to the rotation in Qedit's 2D display.
  • (2) Height - The size of the collision in the Y direction.
  • (3) Width - The size of the collision in the remaining axis.
  • (4) Wall Type - There are six wall types. Values >= 6 are treated as Wall Type 1. See below.
  • (5) Additional Bitmask - A bitmask to use when blended with the flags from Wall Type. This parameter can also be left at zero to use the client's masks.
  • (6) Unused - Unused

Wall Types

Wall Type 0

Indicates to use Additional Bitmask. If Additional Bitmask is 0, then a collision that affects only the camera is enforced.

Bitmask 0x0000 or 0x0001 if Additional Bitmask is 0.

Wall Type 1

This collision affects only monsters. Monsters cannot pass through the collision and they cannot see their target through the collision.

Bitmask 0x8000.

Wall Type 2

This collision affects monsters and players. Monsters and players cannot pass through the collision. Monsters cannot see their target through the collision.

Bitmask 0x8900.

Wall Type 3

This collision affects monsters and players. Monsters and players cannot pass through the collision. There is no impact on visibility which allows monsters to continue seeing their target.

Bitmask 0x0800.

Wall Type 4

This collision affects only players. Players cannot pass through the collision.

Bitmask 0x2000.

Wall Type 5

There is no special collision here.

Bitmask 0x0000.

Known Bitmasks

This section needs verification.

  • 0x0001 - Collision affects the camera.
  • 0x0040 - Collision prevents monsters from crossing but does not affect visibility. These are the blue lines in Qedit's 2D display.
  • 0x8000 - Collision affects monster visibility.
  • 0x0100 - Collision can stop projectiles and techs.
  • 0x0800 - Collision exists for players.
  • 0x2000 - Collision for only players.