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#xxl

pegperegogaucho
but first i still need to fix some stuff for duplicating those normal enemies
pegperegogaucho
they work fine but they dont have any collision yet
pegperegogaucho
thats gonna be a huge pain in the ass
adrientd
:PogChamp:
adrientd
Nice!
pegperegogaucho
Thanks :peepoBlush:
pegperegogaucho
but i found out something interesting
pegperegogaucho
there may be a limited on the amount of enemy hooks you can have active
pegperegogaucho
if i would add ***1*** more hook, regardless if it is a newly made one or an existing one the game will crash. This happens with other squads too
pegperegogaucho
DRM? :PeepoShake:
adrientd
hmm... or could be the memory limit was reached 🤷
adrientd
But yeah, we still need to figure out the collision stuff
adrientd
I think the way of how it works is that in the clonemanager you have a list of pairs of nodes where the collision is checked between them.
adrientd
So if you want to make a new bounding sphere collide with Asterix and Obelix, we need to "register" the collision between them in the list by adding two entries: (Sphere, Asterix) and (Sphere, Obelix)
adrientd
that's what I believe the system works so far
pegperegogaucho
you mean in the SrvCollision, not in the clonemanager?
adrientd
Yeah, sry ^^
adrientd
but there are also other arrays in it that I still have no idea what they do
pegperegogaucho
is the srvcollision even fully parsed yet?
pegperegogaucho
in the middle of the bings array there was a huge list of references