How can I disable collisions temporarily. Imagine my character "dying" after a collision jumping to a random direction, but during this jumping I don't want to have Blitz3D stop this sequence because of a new collision...
Thanks!
Thanks!
HideEntity g_game_player PositionEntity g_game_player, x * 4, y * 4, z * 4 showEntity g_game_player
Function map_set_collisions(state$) Select state$ Case "on" Collisions g_game_collision_type_player, g_game_collision_type_exit,3,2 Collisions g_game_collision_type_player, g_game_collision_type_key_red, 3, 20 Collisions g_game_collision_type_player, g_game_collision_type_key_green, 3, 21 Collisions g_game_collision_type_player, g_game_collision_type_key_blue, 3, 22 Collisions g_game_collision_type_player, g_game_collision_type_key_yellow, 3, 23 Collisions g_game_collision_type_player, g_game_collision_type_key_cyan, 3, 20 Collisions g_game_collision_type_player, g_game_collision_type_key_orange, 3, 21 Collisions g_game_collision_type_player, g_game_collision_type_key_purple, 3, 22 Collisions g_game_collision_type_player, g_game_collision_type_key_black, 3, 23 Collisions g_game_collision_type_player, g_game_collision_type_key_decryption, 3, 24 Collisions g_game_collision_type_player, g_game_collision_type_door_red, 3, 30 Collisions g_game_collision_type_player, g_game_collision_type_door_green, 3, 31 Collisions g_game_collision_type_player, g_game_collision_type_door_blue, 3, 32 Collisions g_game_collision_type_player, g_game_collision_type_door_yellow, 3, 33 Collisions g_game_collision_type_player, g_game_collision_type_door_cyan, 3, 30 Collisions g_game_collision_type_player, g_game_collision_type_door_orange, 3, 31 Collisions g_game_collision_type_player, g_game_collision_type_door_purple, 3, 32 Collisions g_game_collision_type_player, g_game_collision_type_door_black, 3, 33 Collisions g_game_collision_type_player, g_game_collision_type_timebomb, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_fuelpod, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_teleport, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_teleport_trigger, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_gas_cloud, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_gas_cloud_trigger, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_gas_mask, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_unstable, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_bridge, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_bridge_trigger, 3, 2 Collisions g_game_collision_type_player, 99, 3, 2 ;??????????? Collisions g_game_collision_type_player, g_game_collision_type_timecap, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_trapdoor, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_trapdoor_exit, 3, 2 Collisions g_game_collision_type_player, g_game_collision_type_trapdoor_trigger, 3, 2 ; Collisions g_game_collision_type_player, g_game_collision_type_plank, 2, 2 Case "off" ClearCollisions End Select Collisions g_game_collision_type_player,g_game_collision_type_brick,3,2 End Function