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A3D_SetCollisions
imshooter edited this page Oct 17, 2026
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Choose what a moving physics object collides with.
Zones see it whatever is chosen.
native bool:A3D_SetCollisions(Physic:physicid, A3D_COLLIDE:flags);| Parameter | Description |
|---|---|
Physic:physicid |
Physics object to change. |
A3D_COLLIDE:flags |
What it collides with, A3D_COLLIDE_ALL by default. |
-
truewhen it was changed. -
falsewhenphysicidis not a moving physics object.
Two bodies collide only when each collides with what the other is. Players, vehicles, actors, static objects and the map collide with everything, so the flags of a moving object decide alone. Two moving objects collide when both hold A3D_COLLIDE_OBJECTS.
A3D_COLLIDE_WATER has no effect here. Objects never collide with the water and float with A3D_SetBuoyancy. Zones see an object whatever its flags. See Collision flags.
A ball that passes through players and vehicles but bounces off the map and other balls.
stock Physic:CreateGhostBall(Float:x, Float:y, Float:z) {
new Physic:ball = A3D_CreateSphere(1598, 0.3, x, y, z, 0.5);
A3D_SetCollisions(ball, A3D_COLLIDE_MAP | A3D_COLLIDE_STATIC | A3D_COLLIDE_OBJECTS);
return ball;
}- A3D_GetCollisions: What a moving physics object collides with.
-
A3D_SetCollisionSpeed: Set the slowest impact of a moving physics object that calls
A3D_OnCollided. - A3D_SetWorld: Move a physics object, a static object or a zone to another virtual world.
3DAndreas 0.6.3 · Repository · Releases · MIT License
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