Whats wrong with this logic?
Player_E
Member, PRO Posts: 604
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
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.
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
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
And what do you mean by "freak out"
Thanks ill try the interpolate rotation idea
I am rotating to a specific (X,Y) and interpolate only let s you put in one value.
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
I hope this makes things clear and you guys can see what i'm talking about.