Actor won't stop colliding.
My code seems solid because it works for one actor but not the other. I have an enemy set up so that when the player jumps on top of it set self.dead to true on the enemy. The collision detection is inside a rule saying when dead is false collide with so and such. So that would assume that it wouldn't collide when it's true correct? But the thing I noticed is if it's already colliding with the objects and it turns to true it won't stop colliding. Any ideas?
Thank you.
Thank you.
Comments
My second guess would be that if it's just standing on the object, that's considered a collision by the engine and the next one wouldnt collide. I've never tried this test, but it may help...
@hotMagic - No, I only have collision detection on the enemy not the floor. But what do you mean by your second guess.
Oh and I have Accelerate on which is what I'm using for gravity and what I was hoping to still use to make the enemy go down through the floor after they die. Just in case you needed to know.
@hotMagic - Still not following but I simplified this to just the rule with collision a timer to turn off after a set time and an actor with accelerate and it worked fine. That's weird because that SAME method is on my player but it won't work. But I do have player input and such so maybe that's conflicting? I don't know.
In my game, I have a jump through platform that simply compares the players Y position to the platforms Y position and adjusts a boolean self.fallthru appropriately (true if no collision, false if collision). That boolean is then used to control the rule that decides if the platform collides with the player. However, in certain situations, the boolean self.fallthru will be true yet the player and the platform still collide.
In your last post did you say you were able to get around it with a timer or something? If so how?
By the way sorry I didn't reply earlier. I've been very busy. haha