Overlap detection between two non-movable actors (one interpolates)
scitunes
Member, Sous Chef Posts: 4,047
My experience has been that the built in GS collision detection system will not detect when two non-movable actors overlap. I was hoping to have non-movable bullets that interpolate when fired (and then recycled when off screen) but if my baddies are also non-movable I'm pretty sure it will not detect an overlap with the interpolating bullet.
I could check if the x,y coordinates match the bad guy's x,y coordinates but then you would have to hit him dead center for it register as a kill.
Or I guess I could put a magnitude in a constrain followed by a rule that is triggered when the bullet gets close enough to the bad guy's x,y but a constrain and magnitude in each bad guy seems like it might be just as bad as having movable bullets.
Any other work arounds that others have come up with?
Thanks
I could check if the x,y coordinates match the bad guy's x,y coordinates but then you would have to hit him dead center for it register as a kill.
Or I guess I could put a magnitude in a constrain followed by a rule that is triggered when the bullet gets close enough to the bad guy's x,y but a constrain and magnitude in each bad guy seems like it might be just as bad as having movable bullets.
Any other work arounds that others have come up with?
Thanks
Comments
I was pretty sure people had made games with little or no movable actors that use interpolate instead. Anyone out there care to help a brother out?