concerning entityradius...
The Radius of an Entity (only if its collision sphere is used in any collisions() command) should be that big, that the whole mesh does exactly fit into the sphere. The Collision sphere is the Shape of the entity that will collide with the other entity-type that's been given to "Collisions()".
Of course such a shape does no exaxt collisions... if you want polygon to polygon collisions use:
MeshesIntersect(Mesh1, Mesh2) that returns "true" if the meshes collide, "false" if they don't. But it's a very slow command that should not be used often...
mfg Raitsun
The Radius of an Entity (only if its collision sphere is used in any collisions() command) should be that big, that the whole mesh does exactly fit into the sphere. The Collision sphere is the Shape of the entity that will collide with the other entity-type that's been given to "Collisions()".
Of course such a shape does no exaxt collisions... if you want polygon to polygon collisions use:
MeshesIntersect(Mesh1, Mesh2) that returns "true" if the meshes collide, "false" if they don't. But it's a very slow command that should not be used often...
mfg Raitsun