lopez

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> This most likely fixes #1123 Needs to be confirmed. > This is however still an useful change because multiple people ran into the issue that weapons/projectiles have collision where...

> I think it should be consistent and not change mid game when someone throws a grenade. I agree. We could initialize that collision then. In my gamemodes I always...

> > I think it would be nice for weapon models to have collisions. > > Wouldn't more collisions cause more overhead? If there aren't any actual benefits from collisions...

> Player held weapon don't have collisions, so why should custom weapons have them? But that change affect objects too. We could fix #1365 and then make custom created weapons...

Thinking about it now, making custom created weapons collisionless by default would break backward compatibility because it's actually possible to create weapon with model different than weapon model (it's possible...

Reproduced. Better repro: 1. ```lua run me.position = Vector3(0, -2.5, 3) obj = Object(1344, 0, 0, 3) ``` 2. Step on this object. 3. ```lua run me.position crun me.position ```...

Do all these flags actually work? `is_crane` for example. What does it do?

> i'm curious, will this fix vehicle/peds shadows over non-world objects created with **createObject** function? It won't. MTA created objects are treated by game as small dynamic objects like lampposts...

Fixed in 29f303860e5404aa98a2a69ca5a3b6e80eebd2df

I have rearranged positions of these options so they shouldn't overlap anymore.