Whats wrong with this logic?

Player_EPlayer_E Member, PRO Posts: 604
edited November -1 in Working with GS (Mac)
So I have an actor that I made unmovable.

i can still move him around the screen by manipulating the X and Y positions. I want this same actor to be able to rotate as well, but non of the rotate functions work while actor is unmovable. When I make actor movable the collision with other actors makes him freak out and I have to put it back on unmovable.

Is there either
A) a way to make actor rotates while unmovable is checked.
or
B) a way to make it so he does not freak out when colliding with the other actors in the screen.

I cannot take off the collision because then actors get stuck on top of each other and I cannot get them off.

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    If its unmovable you should be able to interpolate rotation to get him to rotate.

    And what do you mean by "freak out"
  • Player_EPlayer_E Member, PRO Posts: 604
    When i say freak out I was just referring to actor bouncing and sliding across screen.

    Thanks ill try the interpolate rotation idea
  • Player_EPlayer_E Member, PRO Posts: 604
    found a flaw in changing rotation with interpolate.

    I am rotating to a specific (X,Y) and interpolate only let s you put in one value.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    You can pro use the vectortoangle(x,y) function to still get that angle.
  • Player_EPlayer_E Member, PRO Posts: 604
    @tenrdrmer
    that seems to be on the right path, but not quite there yet. I have the following rule

    Interpolate:
    Self.Rotation to Vector to Angle (Hero Move X, Hero Move Y)
    Duration 0.2 Function Linear

    This somewhat works, but sometimes actor does not rotate the whole way.

    I was going to type out this situation, but realized a video would probably be easy so you all can see what im talking about.

    I'll get to work on one right now. should be up in about 20min
  • Player_EPlayer_E Member, PRO Posts: 604
    ok got the video up



    I hope this makes things clear and you guys can see what i'm talking about.
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