MagoNicolas said: For My experience, Overlaps or Collide will only work if you have one of the collidable actors who CAN MOVE (Movable Checked)
+1
at least one of the actors has to be moveable for a collide to register. When you turn moveable off what your doing is turning all physics off for that actor. So if you have 2 actors non moveable they cant register a colllide with each other cause theres technically no physics bodies to collide with
at least one of the actors has to be moveable for a collide to register. When you turn moveable off what your doing is turning all physics off for that actor. So if you have 2 actors non moveable they cant register a colllide with each other cause theres technically no physics bodies to collide with
Ok. I have an actor that appears and I want it not to appear when the actor is touching a box. To clarify, you draw lines and I want the line not to appear if it is touching a box. Is there a way to make an actor be immobile with the moveable box checked.
Mr.Rinoy said: Ok. I have an actor that appears and I want it not to appear when the actor is touching a box. To clarify, you draw lines and I want the line not to appear if it is touching a box. Is there a way to make an actor be immobile with the moveable box checked.
You could try constrain the actor's X/Y position to set values.
@JeffreyShimane I know I can, but I would prefer to avoid constrain attributes if possible because my game is already taxing the processor.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I set up a small test, one actor moveable, the other not (yesterday). Two text behaviours, one for each, saying "actor one here" and the second actor "whadayaknow'. First actor set, when collide with actor 2, display text. 2nd actor, when collide with one, display text. First actor move on mouse/touch down. When they interact, both behaviours (text) work, showing appropriate text. No reason to doubt that I could change a value of an attribute either, if I wanted.
Sorry if that doesn't make sense, just come back from a real ale festival, 4 pints happier. The band were too loud though. For certain, before correcting, this comment was pigeon English.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
I fail to understand how an actor set to non-moveable can be moved by Move, Change Velocity, Accelerate or Accelerate Towards behaviors, thereby interacting with another non-moveable; unless you're using Interpolate on one of the non-moving actors to move it. Even then, on overlapping with the 2nd actor, Displays text triggers; and an attribute changes also. Could you be more specific where your example is different from this?
Make an actor called Spawn. Make another called Item. Make a third called Collide. Put Spawn and Collide on the scene. Put a rule in Spawn to make Item appear when mouse is down at the mouses X and Y. Put a rule in Collide to display the text "collided" when it collides with Item. Run in preview and click on the Collide actor. The Spawn actor should appear and touch the Collide actor but the Collide actor won't display text.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
It does. If you set "Relative to:" to "scene" in both cases, possibly just one, that for Position.
Edit after a cup of tea: of course you set them to scene, I'm sure. It works here anyhow, there's got to be something else going on, for certain, a boolean set to false maybe...still don't know....but following your info, it definitely works here, no probs.
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http://gamesalad.com/forums/topic.php?id=25083
at least one of the actors has to be moveable for a collide to register. When you turn moveable off what your doing is turning all physics off for that actor. So if you have 2 actors non moveable they cant register a colllide with each other cause theres technically no physics bodies to collide with
- Jeff
I know I can, but I would prefer to avoid constrain attributes if possible because my game is already taxing the processor.
Sorry if that doesn't make sense, just come back from a real ale festival, 4 pints happier. The band were too loud though. For certain, before correcting, this comment was pigeon English.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
The problem occurs when both actors are immobile.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Edit after a cup of tea: of course you set them to scene, I'm sure. It works here anyhow, there's got to be something else going on, for certain, a boolean set to false maybe...still don't know....but following your info, it definitely works here, no probs.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps