"not movable" disables most all behaviors and collisions not just gravity!

deretraumderetraum Member Posts: 7
edited November -1 in Working with GS (Mac)
I was having the hardest time understanding why I wasn't getting any collisions detected by the Rule's "if collision then", then I finally found out it was because movable was on. Why does not movable take actors partially out of the collision detection loop. I've barely found any movement behaviors that act normal once movable is on. I just want to disable gravity for objects like pinball flippers and catapults that still need movement, but attribute defined, not automatic physics response. Is there any work around, or partial immunity. oh and while Im on the soap box i dont thing density 0 really works better than density 1000000

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Moveable or non movable should not affect collisions at all. if you need something to move or rotate, like you pin ball paddle example) but stay in place you can use interpolate to create movement of a non movable object. but your video does nothing to show your issue so im not sure why its there.
  • TwistedMechTwistedMech Member Posts: 408
    I found this was new for version 0.9.0.

    All my non moveable turrets no longer detected a collision.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Submit a bug report
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    That's strange that this problem's happened: providing the collision behaviour is used, either in the moveable or non-moveable actor, it will work. To underline what tenrdrmer said (again ;-) moveable or non movable should not affect collisions at all.
Sign In or Register to comment.