Problem description:
So I'm trying to make like false walls. What it's intended to do is allow all projectiles/objects through it but interact with mobs to either allow or prevent them from going through. The object is nondense and I'm using the cross proc. But it still effects objects. If I change it to where cross effects all movable atoms I can define objects and sorta get them to pass through by setting their location var. The problem with that is some objects still act as though they bump it and it procs the projectile's bump proc.
I'D like to know if I should be using the cross proc in the first place. Again all I want is for it to allow objects to freely pass through but interact with mobs.
ID:2146710
Sep 11 2016, 3:15 pm (Edited by moderator on Sep 12 2016, 12:22 am)
(See the best response by Nadrew.)
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Sep 11 2016, 3:51 pm
Best response
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If the object is not dense, you can either return 1 or 0 inside of Cross() to allow or disallow passage, as the reference states.
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Is that for the projectile objects that attempt to go through it? I have the mob part working fine. It's just some objects even if I get them to pass through they bump it..
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When you're asked to provide a code snippet for the original post, you're supposed to actually provide the code you have that's related to the issue. That way, we can tell you
Here's a basic example of how to use Cross(): // Override Cross() for the type you're trying to give conditional density to |