Trouble with interpolate!
I have arrows in my game, and I have the arrow interpolating size to express difference to the player.
When it hits it's target or a certain point I want to destroy the arrow or have it change it's position on the scene.
But because of interpolate it doesn't do anything.
I've checked it on all rules, turned everything off except for interpolate and it only doesn't work when interpolate is on.
Is this a bug or does GS hate me? More then I already thought anyway
When it hits it's target or a certain point I want to destroy the arrow or have it change it's position on the scene.
But because of interpolate it doesn't do anything.
I've checked it on all rules, turned everything off except for interpolate and it only doesn't work when interpolate is on.
Is this a bug or does GS hate me? More then I already thought anyway
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Comments
the only way to stop an interpolate is using another interpolate
only you can defeat yourself
It won't even change an integer when overlapping and overlapping on this is crucial.
If you want collisions to occur you'll need to wrap it in a timer
can not agree more beefy, it can replace a bunch of rules out there!
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But won't do that... so lame! D=
Rule: when
Attribute: self.Position.X ≤ end X or the attribute for X that you want to overlap
--Interpolate the President
Otherwise:
change or Destroy
===
may need another condition in the rule
@};- MH
You need to make sure you have movable on at least 1 of the actors for a collide to register.
I just done some interpolate tests and you can change integers, alphas etc etc when 2 actors collide but remember 1 of them has to have movable checked on:)
Darren.
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Edit - Darren, ok mate I will have a look at that! Thank you.
The main actor is interpolating it's size, but it's moving via velocity the actor it collides with is also moving with velocity.
But yeah the only interpolation i'm using is something that's interpolating the width and height of the actor to zero.
I would post a video, however i'm worried about lurkers jumping on the idea because I think it's quite original.
Will send you the file if you want to have a look and we can share the results here.
Thanks mate!
But I changed the collide rule to the non interpolating actor and the rule works fine now.
(I never knew that so I guess I had to learn somehow)
But I also did not know about the moveable thing so thanks Darren! And everyone who put in some tips REALLY appreciate it. Learned a lot.
Ok, now you may point and laugh.
Thanks
Not sure it will work in your case but worth a try.
EDIT: Glad you worked it out:) and no one is laughing you'd be surprised how many times I'm sat here scratching my head:P..umm had a thought i could have nits:) need to get that one checked out lol.
Darren.
Nope never heard of that method?
What if I constraint a Shadow actor to it and write rules inside that one insteaD?