Spawned actor does not collide
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Hi there, having a small issue and will try to explain as best as possible
My scene is set up so that an actor begins falling and when a stop button is pressed, the actor stops. When the actor stops he will be in one of many 'zones' that I have setup to award points depending on the zone you stop the character in. This works fine.
However, to get the actor to stop, I created an identical actor, which is not moveable and spawns on top of and destroys the previous one (giving the impression the actor has stopped). This new actor however doesn't seem to work with the overlap and collide rule I have set up with the individual point zones. Am I over complicating things by spawning a new actor? It was the only work around I could find in terms of stopping the character in mid air.
Thanks in advance
My scene is set up so that an actor begins falling and when a stop button is pressed, the actor stops. When the actor stops he will be in one of many 'zones' that I have setup to award points depending on the zone you stop the character in. This works fine.
However, to get the actor to stop, I created an identical actor, which is not moveable and spawns on top of and destroys the previous one (giving the impression the actor has stopped). This new actor however doesn't seem to work with the overlap and collide rule I have set up with the individual point zones. Am I over complicating things by spawning a new actor? It was the only work around I could find in terms of stopping the character in mid air.
Thanks in advance
Comments
how do you make the first actor fall down? Which rules do you use? I don't understand why you spawn a new actor to stop the old one?
Alex
Originally I had the actor falling, then created a boolean called 'Stop'
In the stop button I put a rule that said 'when pressed change Game.Stop to true' and in the falling actor put 'when Game.StopFall is true change attribute self.motion.linear.velocityY to 0'
This kind of worked but for some reason the falling actor would stop momentarily then continue to fall...thus I tried another work around.
Thanks for the reply guys, appreciated