hmm. well, as you are still a noob(at least you can model and do textures), you probably don't know of the evil problems of the collision system ;) .
1)Collisions when you don't want to ie initial positioning of object
2)only sphere-stuff collisions
3)no "do nothing, just detect" collisions
4)no moving polygon collisions ie. sphere-polygon with the polygon moving.
anywho, the blitz collision is GREAT. fast and easy to setup. its just these evil minor problems. So, I would recommend the entitydistance function. it's not hard to use at all.
I just decided to code up an example cause I was a little bored.
1)Collisions when you don't want to ie initial positioning of object
2)only sphere-stuff collisions
3)no "do nothing, just detect" collisions
4)no moving polygon collisions ie. sphere-polygon with the polygon moving.
anywho, the blitz collision is GREAT. fast and easy to setup. its just these evil minor problems. So, I would recommend the entitydistance function. it's not hard to use at all.
I just decided to code up an example cause I was a little bored.
;by bot builder Type bonus Field mesh, radius, typ$, info End Type Dim keys_had(100) Function updatebonuses() For b.bonus = Each bonus Select b\typ$ Case "coin" TurnEntity b\mesh,0,1,0 Case "key " TurnEntity b\mesh,0,1.5,0 PositionEntity b\mesh,EntityX(b\mesh,1),EntityY(b\mesh,1)+Sin((MilliSecs() Mod 360)*2)*.5,EntityZ(b\mesh,1) ;give it a bouncey motion tweak the 2 and the .5 for different rates/amplitudes End Select If EntityDistance(player,b\mesh)<b\radius+player_radius Then FreeEntity b\mesh ;you could just hideentity Delete b.bonus Select b\typ$ Case "coin" coin_count=coin_count+1 ;global variable Case "key " keys_had(keys_count)=info ;An array of the keys had stretching from 0 to key_count-1. The keys could be somthing like 1=red 2=green etc. key_count=key_count+1 ;global variable Case "ammo" player_ammo=player_ammo+info ;player ammo is a global variable. info holds the amount of ammo given. End Select EndIf Next End Function