Collide Squish

OrchestralMonkeyOrchestralMonkey Member Posts: 33
edited November -1 in Working with GS (Mac)


As you can see in the video, instead of the blocks stacking, they seem to stack and squish each other. How can I stop the squishing effect?

--Lee

Comments

  • iTouchGameriTouchGamer Member Posts: 681
    Just post the video link. It confuses some people lol, even me sometimes.
  • OrchestralMonkeyOrchestralMonkey Member Posts: 33
    Sorry about that. Fixed the video embed.
  • old_kipperold_kipper Member Posts: 1,420
    I see your problem... Have you tried using rules to fix the position of each actor on collision by upping their density as well as setting their speed to 0? It might work... Otherwise substituting a non moveable actor on collision of the same size might do it...

    hope that helps and do post any fixes... please I would like to know the outcome. cheers kipper
  • simo103simo103 Member, PRO Posts: 1,331
    I was working on a project and just couldn't get the actors to stand still after some moving and bouncing around and the only fix I could come up with was ... as old_kipper suggests ... to swap them out with a duplicate actor with movable turned off. You could spawn a new actor in place of the one you want to freeze and destroy the moving one but as you may know that can eat up you RAM so if you go this route have the switching actor off scene and just move one in and one out.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I like the squishyness :)

    Ace
  • ozboybrianozboybrian PRO Posts: 2,102
    Yeah def try Physics > Density and other parts in that area and see if they make a difference.

    It is a pretty cool effect though.
  • OrchestralMonkeyOrchestralMonkey Member Posts: 33
    Density doesn't seem to help (unless I'm not understanding its function correctly).

    Tried changing the velocity to zero upon collision, but no change.

    Unfortunately replacing the actor with a non-movable one isn't an option since I need them to move forward when the one ahead of them is destroyed.

    Spawning another actor while destroying the original just made things worse (weird results).
  • UtopianGamesUtopianGames Member Posts: 5,692
    I might be missing the point here but cant you make a local variable in each of the actors...a boolean "CanMove" and tag all of the actors with the name Stack.

    If self.CanMove=true then move right.

    If actor overlaps or collides with actor with tag "Stack" then change attribute CanMove to false.

    Made a quick demo...it works fine.

    Darren.
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