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zei denken dat het dus aan het verticale gedeelde ligt ( de collision) 

1 minuut later toegevoegd

of de hight hoger maken zeker ze in dit stukje :

 

Spoiler

Stegei wrote:There are 2 possibilities to block the game from putting material on the ground:

The "tipCol" info layer. You can simply paint the areas where no material is allowed. We use this to e.g. block the water, the animal areas, anywhere where it will get hard to get the material out, etc.

Physics objects. If you assign the collision mask bit "19" to a physics object, it will block any material to be put on the ground beneath it. There are two modes for physics objects, either regular blocking areas (e.g. the roads), or walls which will allow filling up the material against (e.g. the bunker silos). By default such a physics object is a regular blocked. If you assign a float user attribute called "collisionHeight" with a value larger than 0, it will behave as a wall (note that the exact value is not considered yet, but to be safe for the future when this might be considered, you should try to set this to a value that matches the height of the wall).



Wow, thank you Stegel! I don't usually quote post such as this (with images, once is enough for the servers, right), but did it this time for emphasis. That seems to not only be the solution, but so far, seems to work for me. Every game is different, and I'm used to the material ID interaction type of thing, but I see (or perhaps I think I do, so correct me if I'm wrong) what y'all (Giants) are doing here with the collision systems. It actually explains some other things I was going to ask about, how about that.

 

 

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zoals ze in die link van @bart hebben gezegd,  script in 7.04 laten lopen en dan de tipcollision layer wat weggegomd ( witte lijn ) , werkt redelijk goed. Je moet natuurlijk wel een nieuwe savegame starten om het effect te zien, het is zoals alle terrein modificaties

 

 

29dc0c40c5a74216b1bd4bc32e91dabc.jpeg

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