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
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.
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.
Comments
hope that helps and do post any fixes... please I would like to know the outcome. cheers kipper
Ace
It is a pretty cool effect though.
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).
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.