the method I described practically IS a no response collision detection. Because if you store the coords prior Updateworld(), you'll get the coords of a non-collision set up. If you position the bullet after the updateworld at the coords again, but still hidden (collision off and reset), it may be possible to detect the collision and override any auto-reaction.
HideEntity will not only turn off collision during the hidden state, but also erase the meshes Collision event buffer, even without to call Udateworld(). At least when I tried it the last time, that was with V 1.88 if I remember right.
HideEntity will not only turn off collision during the hidden state, but also erase the meshes Collision event buffer, even without to call Udateworld(). At least when I tried it the last time, that was with V 1.88 if I remember right.