Collision Issues
I have some problems with collision I am trying to work out. I have an enemy that is walking across the X plane. When it reaches a tower I would like it to stop moving and attack. When the tower is dead I would like it to continue walking forward.
-Right now the enemy has a Change Attribute that has Linear Velocity X at 30 (also tried with Move To). (Also tried this in a timer set to after .01 seconds run to completion)
-It has a rule that when it collides with a tower that it changes the Linear Velocity X to 0 (also tried with Move To).
-It has another rule that says when it collides with destroyed tower (which is spawned when the tower is destroyed exactly in its place) that its Linear Velocity X is set to 30 again (also tried with Move To).
None of this works correctly. The enemy just keeps walking along hits the target and keeps trying to walk along. If the tower is destroyed for some reason it stops moving all together and just stands there. If it hits a corner of the tower it begins to spin upward (or downward if on the bottom). Any ideas?
**I have also tried this with a Moving boolean inside of the enemy actor. (If true move at 30 if false move at 0) Does the same stuff.
-Right now the enemy has a Change Attribute that has Linear Velocity X at 30 (also tried with Move To). (Also tried this in a timer set to after .01 seconds run to completion)
-It has a rule that when it collides with a tower that it changes the Linear Velocity X to 0 (also tried with Move To).
-It has another rule that says when it collides with destroyed tower (which is spawned when the tower is destroyed exactly in its place) that its Linear Velocity X is set to 30 again (also tried with Move To).
None of this works correctly. The enemy just keeps walking along hits the target and keeps trying to walk along. If the tower is destroyed for some reason it stops moving all together and just stands there. If it hits a corner of the tower it begins to spin upward (or downward if on the bottom). Any ideas?
**I have also tried this with a Moving boolean inside of the enemy actor. (If true move at 30 if false move at 0) Does the same stuff.
Comments
Roy.
http://www.mediafire.com/?ik0kyw2bdwc62x0
Fixed the link.
Roy.
Roy.
Roy.
I appreciate all your help though