I'm curious; I notice that your Y value (and your X) are not precise, pixel-wise. Perhaps do a little experiment to make these whole numbers - delete the .5 in each case - and see if the glitch still happens; if it's OK then, it must be that Move To behaviour just gets confused... (trying to move to half a pixel...)
yea move is probably the worst function to use .. alternatively add in an additional rule if self.posY is >= ?? ... constrain self.pos Y to ??? ... so just constrain the Y not to go anywhere higher than its proper position that might help ... but personally i wouldnt use the move rule.
I woud suggest that you don't bother with timers … Rule: when Attribute: self.Time = 0.5 --Interpolate: self.Position.Y
good to remember that the device always tracks: game.Time … from game loaded scene.Time … from scene loaded individualActor.Time … from the time the actor is loaded in the scene … sceneLoad or spawned
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hope it helps
Firstly, good advice from @Braydon_SFX and @poopdecksweeper, but:
I'm curious; I notice that your Y value (and your X) are not precise, pixel-wise. Perhaps do a little experiment to make these whole numbers - delete the .5 in each case - and see if the glitch still happens; if it's OK then, it must be that Move To behaviour just gets confused... (trying to move to half a pixel...)
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I woud suggest that you don't bother with timers …
Rule: when
Attribute: self.Time = 0.5
--Interpolate: self.Position.Y
good to remember that the device always tracks:
game.Time … from game loaded
scene.Time … from scene loaded
individualActor.Time … from the time the actor is loaded in the scene … sceneLoad or spawned
@};- MH