Garry's Mod

Garry's Mod

[Obsolete] [E2] CollisionCore
8 Comments
CornerPin  [author] Jan 22, 2020 @ 12:22pm 
This is not a thing you can spawn, the addon extends the functionality of Expression 2 from Wiremod .
jacob Jan 22, 2020 @ 11:11am 
what kak spawniti collisoncore
:steamsad:
CornerPin  [author] Oct 29, 2018 @ 9:32am 
Do you mean it doesn't detect collisions between two NPCs? Because I can get collisions between NPC and another physical object, that is not an NPC, and I don't think I can fix that, because this is how the Source Engine works.
love_cube Oct 16, 2017 @ 2:37am 
ogo like-os
DeadButDesu Apr 21, 2017 @ 1:05pm 
Thank you!!!!!!!!!!!!!!!!!!!
X-Coder Mar 5, 2017 @ 4:33pm 
Thank you for the fast fix, its working great now.
CornerPin  [author] Mar 3, 2017 @ 3:10am 
Hi, now i fixed it. Thank you for reporting!
X-Coder Mar 2, 2017 @ 2:48pm 
Hi, good addon, but I have a little issue:

it works great the first time, but as soon I reload the e2, collision is detected fine and e2 is called, but getCollision table often stays empty and all the functions only returns some defaults, like (0)worldspawn or [NULL entity] for ownEntity and entity function.
Is there somesthing I need to call on reload?

@name CollisionTest
@inputs Ent:entity
@outputs CollisionT:table
@persist
@trigger
if(first() || duped()){
runOnCollision(Ent, 1)
}
if(collideClk()){
Collision=getCollision()
print(Collision:entity()) #--> prints [NULL Entity]
print(Collision:ourEntity()) #--> prints [NULL Entity]
}