Not movable = NO overlaps or collide event?
fmarkus
Member Posts: 42
Hello,
Just wanted to make sure... I don't know if it is a bug I have yet... but it seems that I can't get an overlap or collide event between two objects if they have their physics settings to movable. Is that right? And if I have to keep the movable option, how do I prevent objects to not use gravity?
Thanks for the help.
Just wanted to make sure... I don't know if it is a bug I have yet... but it seems that I can't get an overlap or collide event between two objects if they have their physics settings to movable. Is that right? And if I have to keep the movable option, how do I prevent objects to not use gravity?
Thanks for the help.
Comments
This is better controlled within layers.
I think the movable setting would be irrelevant to a collision behavior.
Am I right on this....ANYBODY?
Create two objects. Make both NOT movable. overlap them in the scene. On any of them create a rule:
Actor receives event 'overlaps or collides' with actor of type "your other actor".
Action: Destroy this actor.
Run this.
Actor does not get destroyed...
If you make one movable, the object will be destroyed. Very easy to reproduce.
So, I don't mind this rule as long as I can prevent gravity to influence these objects
the moveable option has nothing to do with collisions.
for example. you would use the moveable off on actors for walls and grounds (actors that collide with other actors, but need to stay always on the same position)
* now i cant figure out why you would want two actors to collide with each other and get destroyed if they are supposed to NOT move. if they don't move, they should never collide in the first place, right?
My question then is simple: Is there any other way to make objects not movable by gravity but still have collisions tested???
Not sure with objects at rest that you then slam into or cause an explosion near. In those instances, I think the movement would still occur but maybe exaggerated due to the lack of scene gravity with no eventual fall. So maybe you could, if velocity is not zero, perform some vector calculation between it's current velocity and the downward (manual) gravity acceleration to get the original scene gravity effect.
I'm not on my Mac but I think some of the movement behaviors even have a "stacked" versus "additive" setting...not sure if that is just the "move" ones or if it includes "accelerate". If it is there, I would think "additive" would handle the vectoring for you.
I haven't done any real gravity stuff myself. Just puttered around a bit here and there and also read a lot of posts here in the forums on the topic. Hopefully some others can chime in. Also, trial-n-error! :-)
Two objects that are non movable will not interact in any way by themselves since neither can alter their initial position.
I use unmovable actors as identical replacements for actors who have finished moving and rotating. They still interact with other movable actors i.e. they make a sound when hit by other actors.
You could constrain the y position so it seems unaffected by gravity.
I just did a quick test and I was able to destroy a non movable object. Of course it was hit by a movable object.