Collision Flags (QSF)

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

  • QSF uses a collision flag system defined by a bullet library. This means that the engine flags collision objects for their types and for which types they should collide with in order to filter the collision detection.
    The flags used by QSF are defined in EM5/collision/CollisionTypes.h. A collision only may appear if both sets tested against each others filter mask are not zero. Since the flags are binary bitmasks they look pretty cryptic in the editor.

    The following categories are defined:

    TypeCollision MaskCollision Mask ValueCollision Filter GroupCollision Filter Group Value
    player unitsDEFAULT | KINEMATIC | CHARACTER37KINEMATIC | SENSOR20
    civil unitsDEFAULT | KINEMATIC5KINEMATIC | SENSOR | FIRE | TOXIC1556
    temporary static obstacleDEFAULT | KINEMATIC5KINEMATIC | SENSOR20
    completely static obstacleDEFAULT | STATIC3VORONOI | PROJECTILE6144
    AI Proximity ProxySENSOR16KINEMATIC | FIRE | TOXIC1540
    Voronoi TesterVORONOI2048<varies><varies>
    Shallow water planeSHALLOWWATER64VORONOI | PROJECTILE6144
    Medium water planeMEDIUMWATER192VORONOI | PROJECTILE6144
    Deep water planeDEEPWATER448VORONOI | PROJECTILE6144
    ProjectilesKINEMATIC | PROJECTILE4100STATIC | KINEMATIC | SHALLOWWATER70
    Burning FireFIRE512SENSOR | KINEMATIC20
    Toxic cloudTOXIC1024SENSOR | KINEMATIC20


    This leads to the following settings for the created AI maps:

    MapAvoided TypesAvoided ValueRequired TypesRequired Value
    Land MapSTATIC | SHALLOWWATER660
    Medium Water MapSTATIC2MEDIUMWATER192
    Deep Water MapSTATIC2DEEPWATER448
    Diver MapSTATIC20
    Helicopter MapSTATIC20

    756 times viewed