Can you Change Attribute: Tags?
DrGlickert
Member Posts: 1,135
I realize that my problem right now is collisions. And, my problem with collisions is not the actor's fault (as much as I want to blame them), it's a programming/behavior problem. The collisions are being based off my "Tag" settings on the blocks.
So, can I change attribute: tags?
I'd like to "untag" the block as a collidable object (a tag) and change it to an uncollidable object (also a tag).
So, can I change attribute: tags?
I'd like to "untag" the block as a collidable object (a tag) and change it to an uncollidable object (also a tag).
Comments
Then click the tag with the rogue colliding object, and just delete that actor.
Backup your game first though, eh?
QS
Edit - sorry - missed the second part - at the top of the tags list is where all your actors are. Just drag the block into 'not collidable' tag and you should be fine.
Dr. Sam Beckett never returned home...
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I mean, within the game itself. I know how to manually change tags. But I want the game to do it. For example. I have two actors; actor 1 and actor 2 (which collide with each other). Actor 1 gets shot. I want actor 1 to not collide (which is easy, I can just change the collisions on actor 1). I want actor 2 to not collide with actor 1 after actor 1 gets shot.
I'm "recycling" actors because my game is heavy on the spawns/destroys. So when actor 1 gets shot, I set Alpha to 0, set collisions off, then move it out of the screen (to return again later).
If GS would just find a way to dump memory after a spawn/destroy this wouldn't be an issue.
Also if you have a collosion in both the first actor adn the 2nd actor that recylcles, even if you turn the collosion off on one the will still collide because theres collision in the other.
So you would have to be turning the collosion off on BOTH actors if your collides are set up like that, which im thinking they are becasue your using tags
I understand that the collisions will still be on, so I have the collisions based on the tag of the actor. So my theory is that if actor 1 is shot and the tag changes to nothing then it won't collide with actor 2. But it still does. Even when alpha is 0 they still collide.
My best guess is that we aren't changing the Tag on the actor prototype, and GS goes off the prototype for Tag information and not off the instance of the actor in the running game.
If anyone has gotten this to work then I too would love to know as it would solve a big problem for me in one of my games.