Implementing Collission Event or Functions #2733
Hazeofdream
started this conversation in
Suggestions
Replies: 2 comments
-
@Vurv78 because he is the event godfather and probably finds this easier then me to implement |
Beta Was this translation helpful? Give feedback.
0 replies
-
There's already an addon that gives you this functionality, it won't be added to base wire for the same reason why there's no timer event, it doesn't really make sense to handle something that works per-instance as a global In the future it'd be like starfall with function objects:
|
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Exist in the form of https://steamcommunity.com/sharedfiles/filedetails/?id=689046752
As a decreased reliance on cores becomes common, One of the most common uses and most frustrating things when it comes to Expression2 is collision detection, usually when it comes to missiles or other weaponry.
E2 has this amazing ability to either have really janky collisions that don't work half the time or are so intensive that it will crash your e2 in no time.
In this case, Why not transfer CollisionCore into an event system? or functions alternatively (or both)
Beta Was this translation helpful? Give feedback.
All reactions