Collision problems

andrewm2211andrewm2211 Member Posts: 341
edited November -1 in Working with GS (Mac)
Hi guys, I have some simple collisioning layer problems that I just can't wrap my head around.

It'll be really dificult to explain on here, if there's any kind trustworthy soul out there, who would accept my project file and help me out I would appreciate it!

If no one is interested I totally understand, maybe I can make a video an explain my prob

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
  • andrewm2211andrewm2211 Member Posts: 341
    Hope this is sufficient thanks.

  • andrewm2211andrewm2211 Member Posts: 341
    I see the video has some views, are you guys as stumped as I am?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Could you possibly just use quick time to do a screen record. It looks like you recorded with iPhone and I cannot read any of the rules. I get what your trying to do just cannot see any of the rules you have setup.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Also try the green preview button. That grey play button never reliably works. Could be you dont have an issue at all.
  • andrewm2211andrewm2211 Member Posts: 341
    I tried both previews

    can't figure out how to screen record with QT

    I can do still images though
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Ok I think I know the issue. I was recently told by GS staff that Move and MoveTo Will override all of the movement behaviors. So I have a feeling since you are using moveto it is overriding the change velocity. Try one of these two things in place of the change velocity.

    Change Attribute self.linearvelocity.y to 200

    Or

    Interpolate self.position.y to 400 duration of .3
  • andrewm2211andrewm2211 Member Posts: 341
    its doesn't seem to be working, it doesn't collide and destroy with the goal I have setup for it either.
    I am beating my head against the wall, I totally appreciate you helping me out, and I know it's just out of the goodness of your heart, but can I email you the proj, I bet you would figure it out within a minute of looking at it.

    I'll be your new best friend!

    andrewm2211@yahoo.com
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Yes -- it is the MoveTo behavior. Its takes precedence over the ChangeVelocity behavior. (I bet if you look closely, you will actually see the tiny red ball shoot up AFTER the MoveTo finishes. Try turning off the change size behavior so you can see it shoot up.)

    I would suggest replacing the MoveTo behavior with a ChangeVelocity behavior (direction = 90, speed = 100, relative to= scene).
  • andrewm2211andrewm2211 Member Posts: 341
    I tried it I promise
    no luck

    I'm not trying to get someone else to do the work for me, but this has been stumping me for hours. I'm desparate
  • andrewm2211andrewm2211 Member Posts: 341
    sorry I'm being so dramatic, I'm just frustraited
  • FloridaGamesFloridaGames Member Posts: 328
    I ran into a similar problem, where i tried to shoot targets that grew, and were destroyed when collide with bullet, but found out that collisions don't work when an actor has a "change size" and "interpolate attribute- self.size" I found a work around for this by using a timer and told the target every .1 sec change size to self.size+1, and that seemed to work.
    LONG STORY SHORT - Try changing your "change size" to change attribute with a timer, so that it will register the new collision area every .1 seconds.
    Good luck, hope I was able to help.
  • andrewm2211andrewm2211 Member Posts: 341
    oh MY GOD
    thank you

    jesus I was beating my head against the wall over that one.
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    OK -- try turning off ChangeSize -1 and see if it starts working.

    Oops -- I see that Florida already found it.
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