I'm back!
I could have gotten the results yesterday, but I didn't. About 2 hours after my last post I got sick from food poisoning and was vomiting all day.
But here is what I came up with on my results and recorded on a text file;
Collision Results;
Pedistal Arena - Set to ground, type: terrain.
No collision whatsoever.
Wrecked Ship - Set to Orthorec, type: None
collision streches from tallest point to lowest, and longest point to opposite end of shape. Mech can walk on top of Wrecked Ship. Unable to enter inside.
Spheroid Dropship - Set to Sphere, mech almost "sticks" to the dropship when on top of it. Mech cannot walk on it.
Crystal - Set to Orthorec, type: Terrain
collision is same as Wrecked Ship. Mech is able to walk on top of crystal.
Draconis Mech Carrier - Set to Allpoly, type: None.
Collision is wraped up around every detail in the shape. In other words, the shape itself is the collision. Mech is unable to walk on carrier. Great collision mode for shapes a mech may walk under.
Mountain Hill - Set to Ground, type: Terrain.
Nothing out of the ordinary, the very same thing you would normaly notice when you are on a hill; you can walk on it.
smoke - Set to Allpoly, type: Flame.
You are able to walk through the smoke.
I have been experementing with collision codes that would be appropriate for that large cave, it needs to be completely normal, just like the Cavern you would see on the Graus map on netmech. I am having trouble finding the correct combination of codes that let you walk on the shape, while at the same time have the polygons of the shape connect the collision together.
I have not changed drop points in a scenario, but you can and it is easy. There are the XYZ coordinates in the drop point BWD, you can change them and drop to a different location. There is also a "multiplyer" character that comes with XYZ coordinates, which dramaticaly effects the amount of change of location if a multiplyer is assigned.
Orthrec: tests objects as cuboids,
Allpoly: tests all polygons,
Sphere: tests the sphere surrounding an objects
Ground: probably means that this object is treated as a ground, meaning mechs are always on top of it,
None: no collision tests, a ghost object that can't be shot, vehicles pass thorugh it,
World: dunno.
Orth
rec is a
rectangular collision. Much like how the Wrecked Ship's collision is discribed.
The thing about these collision modes is that they don't have the "final say-so" about the effects of the collision. They are more like "helping" factors. (Most of the time) The main factor in the collisions is the OBJECT TYPE. For example, the smoke is defined as a "FLAME" type. No matter what collision code you set it to, you will always go through it.
But I don't have all the answers, I am scratching my head in wonder why something that seems so obvious actualy does something completely opposite.