push
Collision priority. Only entities with a higher or equal push value
than the collider are collision obstacles
when IGNORE_PUSH is set in the movement call.
Range:
-999999..+999999 (default: 0)
Type:
var
Remarks:
-
Through the entities' push
or group
value
you can determine more specifically than with PASSABLE whether
the entity will be an obstacle to another one or not. The player
entity, by example, must not be an obstacle for an elevator cabin
entity, otherwise the cabin with the player within would never
move. An entity with a higher push value
will consider an entity with a lower push value
not an obstacle, and run straight over it.
- Entities will not be pushed out of the way automatically. Pushing
out of the way or any other behavior can be realized with the EVENT_PUSH event
function.
Example:
action grenade()
{
my.push = 10; // runs through all entities with push value < 10
while(1) {
c_move(....,IGNORE_PUSH);
...
See also:
c_move,
group, phent_setgroup,
PASSABLE, EVENT_PUSH
► latest
version online