I’m working on an RTS game, and in order for the vehicles to be able to crush (overlapping events) and avoid each other(blocks), I have to categorize the vehicles into multiple Collision Object Channels, Use this to determine when to crush and when to avoid
In this case they can’t be classified as vehicles, but must be classified as vehicles having a crush level/crushed level
We also need to make sure that the collision object belongs to player country or a friendly country, and crushing will only work on Collision Object Channels that are triggering the Overlap event, so I’ve put the units into hostile/non-hostile categories to differentiate between triggering the Overlap event or not.
This is rapidly depleting the number of Collision Object Channels, which is only 18, but I need at least 30 of them to differentiate between friendly/hostile unit with crush levels/crushed levels and special grind confirmations (these must also be split between friendly/hostile)
Currently there are a total of these different collision Object Channels (following the type of crush in Red Alert 3), World Static, World Dynamic, not involved in any collision determination, Ship, Submarine, Ground 0/10, Ground 0/20, Ground 10/20, Ground 20/30, Ground 20/40, Ground 30/75, Ground Special 1, Ground Special 2, Ground Special 3, in which the prefix of Ground is required to have a classification of enemy and self in order to determine whether or not overlap occurs (overlap event only for enemy)
That is, I need at least 20 custom Collision Object Channels to solve the problem, how should I increase its limit? If I can’t increase its limit, can I modify the ones that already exist? Why is there a limit here?