Horizontal collisions are collisions in the horizontal direction usually with walls in a town. In Shattered World a player bounces backwards when they walk into a wall. The way to specify that a player bounces off walls is through the 'collision' attribute freeform being set to 'horizontal'. For example for the town of sengoku:
<OBJECT name="sengokutown" heightcalculation="none">
- <FREEFORM filename="models\sengokutown.obsp" collision="horizontal" />
</OBJECT>
<OBJECT name="sengokutownground" heightcalculation="none">
- <FREEFORM filename="models\sengokutownground.obsp" collision="verticaldown"/>
</OBJECT>
Here the town of Sengoku has been split into two where one freeform is used as the ground (collision is verticaldown) while the 'sengokutown.obsp' freeform has the walls. To specify how far back a player bounces back after hitting a wall set 'bouncebackdist' in collisions. If 'collision' is 'horizontal' then the player will bounce off a wall not matter what the walls height is height. So that only walls over camera height can be collided with you can use 'horizontalcam'. This will stop players bouncing off small walls such as steps in a path.
Drop testing
To stop players walking off high walls in a town you can set 'dropheight' in collisions. If the drop in front a player is over 'dropheight' then the player cannot move forward.