Stopping Collisions
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Hi,
I have an enemy actor that when destroyed I want to no longer collide with my player actor. I have tried to do this by saying:
When self.health > 0 collide with player
I then assumed it would stop colliding with the player. Unfortunatley it still bounces off the player. Should this work?
Many thanks
LBG
I have an enemy actor that when destroyed I want to no longer collide with my player actor. I have tried to do this by saying:
When self.health > 0 collide with player
I then assumed it would stop colliding with the player. Unfortunatley it still bounces off the player. Should this work?
Many thanks
LBG
Comments
In Actor 1
self.health is set at say 5
Rule
When overlaps or collides with Actor 2
Change attribute self.health to self.health - 1
New Rule
When self.health > 0
Collide with Actor 2
In Actor 2
Nothing except your normal rules, don't do any collisions etc.
might help if you have a Display Text behavior on the enemyActor … Text: self.health
to monitor the health changes
@};- MH
I have it set up much like you say. I even have the display texts, like you say MotherHoose, in the scene so I can debug it. All the values being returned are what I expected.
- I have just worked it out (kinda). After the enemy died I was setting the enemy speed to 0 by changing the LinearVelocityY and X values to 0. This didn't seem to work and even allowed collisions to still occur - no idea why. I have now done this by setting the maximum speed of the enemy to 0 and it works! - No collisions.... odd to say the least.
Thanks for the help though. My game is going to be Beta tested soon so if there are going to be any further issues then that will bring thme to the fore to be dealt with.
Cheers
LBG
LBG
in the Actor 1 rule:
When self.health > 0
--Timer: After: 0.01 second
--Collide with Actor 2
@};- MH
I have now posted this in tech support so hopefully GS will come to the rescue
LBG
Thanks
LBG