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 Post subject: Re: Scripters cove
PostPosted: Tue Aug 21, 2018 5:59 am 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

Joined: Wed Feb 28, 2007 7:54 am
Posts: 5233
Quote:
I am also looking at the Javascript function addCollisionException, but I am confused by it. For one thing, the name seems odd. For, the documentation seems to say that one uses it to prevent ships colliding. Also, how does that prevention work? Are the ships allowed to occupy the same space, but without taking damage? I presume that rather the ships are prevented from occupying the same space. How, though? Is it that, if the ship to which one adds the exception is powered, it will be made to try to avoid the other ship?
addCollisionException disables collision detection between the object it is applied on and the target object given by the function's argument. That's it, nothing special about it, really. When collision detection is disabled, stuff goes through other stuff. Here is a screenie of a Cobra which has its collision checks with the Coriolis disabled:
Image


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 Post subject: Re: Scripters cove
PostPosted: Tue Aug 21, 2018 6:26 am 
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---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1028
Location: Essex (mainly industrial and occasionally anarchic)
Hello a.n.

Ah, now I understand. Thanks. That routine is useless for my current purpose, but it should be good for the Hijacked Generation Ship (tm) in my Interstellar Tweaks, because ships launched from that do sometimes end up in the entrails of their mothership . .


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