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…rameter to calculate the armor thickness based on the dimensions of the collision box
Contributor
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dont merge yet, I want this tested properly |
Owner
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le noted. |
Contributor
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having tested this pretty well, i want to say its working really well, the only problem is that it doesnt collide with players or blocks, but dl has made it apparent that it would be better to get this in as is, so that collisions with players, blocks and entities can be properly overhauled for all collision variants later |
Contributor
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note: i have not tested point 7, 6, or 5, but i dont see any issues |
Contributor
Author
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@DonBruce64 are you going to push this PR? I’ve done everything necessary in this branch. |
Owner
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@dldev32 I will once @SnailPerson tests since he said he wanted to test. Please hold till he tests. |
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Key features:
lengthparameter for collisions, finally allowing for fully three-axis collision dimensions;rotparameter for setting the initial rotation of collisions;armorPenetrationparameter + armor slope angles. For correct operation, you only need to specify the actual armor thickness in millimeters;volumetricArmorparameter, which allows using the collision box dimensions instead ofarmorThickness;explosionResistanceparameter, which specifies how much a given box reduces the impact of an explosion, protecting all entities and parts from the explosion behind it;Note: The principle of this type of collision works only internally in the mod and is not a collider for entities from МС or other mods.
An updated plugin for working with new collisions will be ready later.