
The Std Collision Condition is used to determine whether
or not a collision occurs between a particle and a standard 3ds
Max space warp. A "true" output is created whenever
a standard 3ds Max Space Warp collision is detected.
You can also use an AlwaysTrue Condition to have collision detection at all times during an animation, or even better, you can use a Distance Condition can be another good way to trigger the collision event based on a specific distance.
ON - (Bool) This input data stream determines whether
the operator is considered 'on' or 'off'. You can connect other operators
to this input channel such as a Bool Helper to activate/deactivate
the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
Particle - (Particle) This input data stream reads in the currently
selected particle group that is to be used to check for collisions. The
data stream MUST be connected and will be highlighted
yellow if it is not.
Node - (Node) Connect any operator or Helper node that offers
an output data stream to this input. All collision space warps (such as
deflectors) bound to this node will be used instead of those bound to
the thinkingParticles icon. Be aware that if this option is used, that
the Active and Inactive lists within this operator's rollout will no longer
be used, so you won't be able to turn the various space warps on or off
as you could by binding the space warp directly to the icon.
Output - (Bool) This output
data stream sends a true message if a collision occurs and a false message
if no collision occurs.
Position - (Position) This output data stream sends out the position
of the particles that collide with the selected node to other operators
to act upon.
Velocity - (Velocity) This output data stream sends a out the
velocity of the particle that collides with the selected node to other
operators to act upon.

thinkingParticles is able to selectively assign Space Warp conditions to
certain particles (groups). You may even freely animate the Space Warp
status (On/Off) of a particle group. Use the Active and Inactive lists
to assign a Space Warp or remove a Space Warp at any time.
Be aware that only collision space warps (i.e. Deflector, UDynaFlect, etc.)
will show up in the Inactive list, and that they will only show up after
they have been bound to the TP node in the 3ds Max viewports.
Inactive List - This section contains a list of inactive space
warps that can be activated for use within the Condition test.
Activate - Highlight any of the space warps within the Inactive
list and then click this button to move them to the Active list below.
Active List - This section contains a list of active space warps
that are being tested against within the Std Collision Condition test.
Deactivate - Highlight any of the space warps within the Active
list and then click this button to move them to the Inactive list above.