Forts
Landcruisers
Gojdo 20 May, 2023 @ 11:54am
Map making
I am a little bit of a map maker making maps for mods I like playing.

Pls a way to force wheels to go through land idk. like if "can build through" (or some thing like that)
is turned on wheels will ignore that piece of land.

(also i a trying to make a multi floor map got any ideas Pls give me)
Last edited by Gojdo; 20 May, 2023 @ 11:58am
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Showing 1-12 of 12 comments
juiceGrump 21 May, 2023 @ 8:41am 
you could try to do it like the terrain in noita, many little islands, mod jumppads into the game xd
DeltaWing  [developer] 21 May, 2023 @ 1:52pm 
I can't make wheels not collide with specific terrain, it's outside the abilities of the modding API
Gojdo 22 May, 2023 @ 4:30am 
ok thx for responding to me
Earl of Pudding 24 May, 2023 @ 2:36pm 
isnt there any function to get terrain type or parameters?
Scier 29 May, 2023 @ 4:05am 
i would really love if someone added props that exacly look like background terrain it'd be the ultimate solution to this.
Gojdo 29 May, 2023 @ 7:05am 
Originally posted by Neuro:
i would really love if someone added props that exacly look like background terrain it'd be the ultimate solution to this.
You are one of the smartest i meet in my life.
DeltaWing  [developer] 6 Jun, 2023 @ 6:57pm 
We have a more native solution to this now, you can use \name_block ignored[number] to have a block be ignored by collisions.
E.G, ignored1, ignored2, ignored3 ,ignored30.
You can also do the same with \name_block moving[number], which will grab the block vertexes every frame instead of only on map load, important if the block is being changed by any map scripts.
The number must be unique, and cannot exceed the actual block count (this shouldn't be an issue, just make sure that you use a number within the correct range).
Ceasar 18 Jun, 2023 @ 2:01pm 
The main issue with props is they will hide the vehicle because props dont go behind terrain.
Last edited by Ceasar; 18 Jun, 2023 @ 2:02pm
Ceasar 18 Jun, 2023 @ 2:09pm 
So props wont solve this.
Ceasar 18 Jun, 2023 @ 2:09pm 
Originally posted by Gxaps:
We have a more native solution to this now, you can use \name_block ignored[number] to have a block be ignored by collisions.
E.G, ignored1, ignored2, ignored3 ,ignored30.
You can also do the same with \name_block moving[number], which will grab the block vertexes every frame instead of only on map load, important if the block is being changed by any map scripts.
The number must be unique, and cannot exceed the actual block count (this shouldn't be an issue, just make sure that you use a number within the correct range).
Where can i find this?
DeltaWing  [developer] 18 Jun, 2023 @ 7:05pm 
Inside the editor, select your block, and type in console (opened with ~) "\name_block 'ignored1'".
Good practice is to set the number to the block index (shown in the top left when a block is selected)/
Ceasar 19 Jun, 2023 @ 1:11pm 
Ok thanks!
I have been working on a tunnel map so I needed a way to get rid of the wheel bug.
Last edited by Ceasar; 19 Jun, 2023 @ 1:45pm
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