I've got a weird bug here...
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hey, it's me again. If you're by now wondering why I come back so often, I have a project for school to finish by next Monday.
I have a Hero who can breathe ice breath. This spawns particles and invisible actors (Freeze) in the direction he's facing.
Baddies, when they overlap or collide with Freeze, they're supposed to do just that: freeze (turn blue, prevent motion, etc).
Thing is, this works just fine, until I tell the Freeze actor to interpolate it's height (to simulate the spread of the breath, which the particles also do).
Without an interpolating height, the Baddies freeze every time they get hit. With the interpolation, they only freeze on very rare occasions.
The same goes for a Shockwave the Hero sends out. It's a round actor that pushes Baddies away and deals 1 damage. It's set to interpolate both height and width from 1 to 400, to simulate the shockwave effect.
It pushes them away just fine, but rarely deals the damage (which the Baddies are supposed to get when overlapping or colliding with Shockwave).
How the hell do I fix this? With the Freeze breath I can get away with not interpolating, but for the Shockwave, it's really necessary.
If this all sounds a bit confusing, I'll be willing to upload the game for you.
Thanks,
~ Fang
I have a Hero who can breathe ice breath. This spawns particles and invisible actors (Freeze) in the direction he's facing.
Baddies, when they overlap or collide with Freeze, they're supposed to do just that: freeze (turn blue, prevent motion, etc).
Thing is, this works just fine, until I tell the Freeze actor to interpolate it's height (to simulate the spread of the breath, which the particles also do).
Without an interpolating height, the Baddies freeze every time they get hit. With the interpolation, they only freeze on very rare occasions.
The same goes for a Shockwave the Hero sends out. It's a round actor that pushes Baddies away and deals 1 damage. It's set to interpolate both height and width from 1 to 400, to simulate the shockwave effect.
It pushes them away just fine, but rarely deals the damage (which the Baddies are supposed to get when overlapping or colliding with Shockwave).
How the hell do I fix this? With the Freeze breath I can get away with not interpolating, but for the Shockwave, it's really necessary.
If this all sounds a bit confusing, I'll be willing to upload the game for you.
Thanks,
~ Fang
Comments
It'd be nice if I could have this fixed by tomorrow. If not, no big deal though.
And for your shockwave, the same thing could be happening. Have you tried using magnitude for that instead of a spreading actor? (you could probably do that for the ice particles too) Like this video here…
Not exactly what I'm wanting to do, though. It doesn't give me the ability to say when collide change attribute HP.
I can maybe fix the problem of the Shockwave by spawning a bunch of second actors in tons of directions, that decrease HP on collide?
It would take some tweaking to figure out how to script the actors to respond to that. Maybe one of the more experienced GS scripters can chime in on this.
(Nice idea btw, Slick. varying damage depending on distance from center of the shockwave, awesome!)