pXent_setcollisionflag (ENTITY* entity1, ENTITY* entity2, var event)

Activates collision events for the given pair of actors; triggers ENABLE_FRICTION events on collision.

Parameters:

entity1 registered entity pointer (Actor)
entity2 registered entity pointer (Actor), or NULL for collisions with the level when it was registered for physics.
event NX_IGNORE_PAIR = disable collision events for this pair.
NX_NOTIFY_ON_START_TOUCH = trigger event when the pair starts to be in contact.
NX_NOTIFY_ON_END_TOUCH = trigger event when the pair stops to be in contact
NX_NOTIFY_ON_TOUCH = trigger events permanently while the pair is in contact.

Returns:

Nonzero if successful, 0 otherwise.

Remarks:

Speed:

Fast

Example1:

pXent_settype(ent, PH_RIGID, PH_SPHERE);
pXent_setcollisionflag(ent,terrain,NX_NOTIFY_ON_START_TOUCH); //trigger EventImpact on collision with terrain
ent.event = EventImpact;

Example2:

pXent_setcollisionflag( me, you, NX_IGNORE_PAIR); // no more collision events between me and you entities

See also:

pXent_settriggerflag, ENABLE_FRICTION