Trouble with Velocity Y and pouncing on enemy

butterbeanbutterbean Member Posts: 4,315
edited November -1 in Working with GS (Mac)
http://img297.imageshack.us/img297/7776/picture1nu.png -------> This is a link to the rule when she pounces on an enemy, to change her linear velocity Y so she "bounces"

http://img178.imageshack.us/img178/7447/picture2yw.png-------->; This is a continuation of that rule showing the remainder of it

http://img233.imageshack.us/img233/8674/picture3sl.png--------->; This is the rule that shows what happens to her when she hits an enemy head on, and it takes away one health heart

I got the health attribute to work, my problems are this, and I don't know if this is a bug or not...:

Depending on placement of her and the enemy on the ground, if I place her into the scene, and then the enemy on the ground, when she runs into them, head on, her SELF.linearvelocityY quicks in and she floats upwards on collision.

The pouncing works.

Then if I do the opposite, and I place the enemy on the ground first in position, and then her, then the "bounce" off the enemy attribute doesn't work....

Don't know if this is a bug, but if someone can look at the rules and tell me what I could change to make this work, it would make my day :)

Not sure if the rules are placed incorrectly, I've tried tweaking with her physics and everything, but can't find a solution that works.

So overall, when she collides into the enemy head on, I need her to turn invincible, and when she pounces on enemy, I need her to bounce right off him.

Also, with the pacing enemy, when she collides with him, he runs faster back and forth, tried using max speed for the enemy, but that didn't work either....

Comments

  • butterbeanbutterbean Member Posts: 4,315
    If anyone has any ideas, let me know, I was brainstorming and even thinking of creating an attribute for when she pounces and when she doesn't....
  • butterbeanbutterbean Member Posts: 4,315
    I have brainstormed over and over, and the only thing that works so far is to do an opposite acceleration when she runs head on into an enemy, and she doesn't accelerate up anymore, so I just placed the opposite acceleration facing downward when she gets struck, and for now it's a patch, but I'll have to explore it again.

    I'll also have to test this theory when she collides with flying enemies, and I may just incorporate a "fall back" response when the enemy hits her, she falls back momentarily and accelerate left when she's struck left, and accelerate right for a split second when she's struck from the right side...
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