More than one collision of the same type at the same time

arltmiralarltmiral Member, PRO Posts: 11
Hey folks.

I want to have two guns in my game. The first Guns shoots one projectile and does 10 damage. The second gun fires two of these projectiles at the very same time. Each with an offset of 10 pixels.

Everything is working as expected with the one projectile gun, but it looks like only one of the projectiles in the "two projectiles gun" is is processed correctly. Although both projectiles get destroyed by the system.

Hit points are calculated in an rule inside of the enemy (on collide with tag projectile). The destruction of the projectiles is performed by a rule inside itself (on collide with tag enemy).

Any ideas?

Comments

  • arltmiralarltmiral Member, PRO Posts: 11
    I found a workaround via using three different actors as projectiles. They were just copies of the original projectile with another name.

    It's working - but I guess it's not the smartest solution in terms of performance, isn't it?
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited February 2013
    They are both hitting at the same time, therefore registering as only 1 hit by that actor. An easy fix with creating a few more attributes and referencing them, would be to just drag a copy of that projectile with all of the same rules, and name it differently in the actor bin, and call on that new projectile along with the original projectile when you spawn 2 bullets.

    And you will need to create a new attribute for the new bullet so it will add to the count. and change the bullet count to register with the new bullet name.
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