Collision Issue - Bullets passing Through Targets
Hey Folks -
I'm working on a new shooter and I've come across an interesting problem that I've seen occur on several projects I've built. I'm seeing bullets striking Actor targets and then instead of recycling (moving back to their START X/Y positions), continuing onwards and off the screen.
I'm using the Recycle technique that the guys at Deep Blue Apps demonstrate, in which you have 10 of the same 'bullet' actors on screen, and when you activate the 'fire' trigger button, the bullets will 'MOVE' from their start positions off screen to the player and then interpolate in the direction they are being fired. When bullets strike a target or fly off screen, the bullets are set to reset by 'moving' back to their start positions until fired again.
In my current project, I have 2 types of weapons - Bullets and Missiles (using the recycle technique with appropriate attributes set for all), shooting at balloons. Missiles are working just fine - when they collide with my (3) types of balloons, the balloons pop, the missiles recycle, and all is happy.
When using bullets, the bullets will pop all three types of balloons, but will only recycle when hitting the first type of balloon. When the bullets strike balloons of type 2 or 3, the balloon pops, but the bullet doesn't recycle - it continues flying (killing more of type 2 & 3 balloons) until it collides with a balloon of type 1 or flies off screen and recycles.
I've tried setting the collision Rules to trigger when bullets Overlap/Collides with the Balloon Actor Tag as well as listing the individual balloon actors. Both don't work.
What's making me crazy is the actor logic is identical between the Bullets and the Missiles (simply different art) and the Missiles work fine.
Anyone have similar issues?
- J
I'm working on a new shooter and I've come across an interesting problem that I've seen occur on several projects I've built. I'm seeing bullets striking Actor targets and then instead of recycling (moving back to their START X/Y positions), continuing onwards and off the screen.
I'm using the Recycle technique that the guys at Deep Blue Apps demonstrate, in which you have 10 of the same 'bullet' actors on screen, and when you activate the 'fire' trigger button, the bullets will 'MOVE' from their start positions off screen to the player and then interpolate in the direction they are being fired. When bullets strike a target or fly off screen, the bullets are set to reset by 'moving' back to their start positions until fired again.
In my current project, I have 2 types of weapons - Bullets and Missiles (using the recycle technique with appropriate attributes set for all), shooting at balloons. Missiles are working just fine - when they collide with my (3) types of balloons, the balloons pop, the missiles recycle, and all is happy.
When using bullets, the bullets will pop all three types of balloons, but will only recycle when hitting the first type of balloon. When the bullets strike balloons of type 2 or 3, the balloon pops, but the bullet doesn't recycle - it continues flying (killing more of type 2 & 3 balloons) until it collides with a balloon of type 1 or flies off screen and recycles.
I've tried setting the collision Rules to trigger when bullets Overlap/Collides with the Balloon Actor Tag as well as listing the individual balloon actors. Both don't work.
What's making me crazy is the actor logic is identical between the Bullets and the Missiles (simply different art) and the Missiles work fine.
Anyone have similar issues?
- J
Comments
If that works fine, there may be something corrupted in your bullet actor. I've encountered some strange and inconsistent behavior with actors that is usually fixed by recreating them from scratch.
- Jeff
If it is indeed a corruption issue, I wonder where it's coming from and how to prevent it..
Updates to follow..
- JCB
- JCB