If defined, the object will accept collisions with other "ball"s.
If defined, the object will accept collisions with other "blue"s.
If defined, the object will accept collisions with other "blue"s only until the kick-off event happens.
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If defined, the object will become kickable. Mooball makes a player kick some object only if this kick flag exists in the object and the object is near enough to the player. (4 map units, to be precise.)
If defined, the object will accept collisions with other "red"s.
If defined, the object will accept collisions with other "red"s only until the kick-off event happens.
If defined, the object will score a goal for the opposite team if it passes a goal line.
If defined, the object will act as a wall.
These flags are used internally in Mooball's physics engine. They are designed to act like flags and be used in bitwise operations. Most types of stadium objects have collisionMask and collisionGroup properties that directly uses these flags to decide whether collision check should happen or not.
Let's say discA seemingly collided with discB. The physics engine will just skip the collision without doing any further calculation if the below condition is not satisfied: