**Collision Bug with Lineary Velocity X movement**
FallacyStudios
Member Posts: 970
Hey guys,
I could really use some help with this. If you watch the video it is explained and demonstrated in it. I have turned off all other rules involved or in these actors and yet it still happens. I've had display texts showing each of the booleans involved and each of them are correctly triggered and happen as they should. I'm not sure if it is because he was once collided with the building and it being turned off the collision still remains until you move away from the building or what.
Any solution or work around would be greatly appreciated. Thanks
I could really use some help with this. If you watch the video it is explained and demonstrated in it. I have turned off all other rules involved or in these actors and yet it still happens. I've had display texts showing each of the booleans involved and each of them are correctly triggered and happen as they should. I'm not sure if it is because he was once collided with the building and it being turned off the collision still remains until you move away from the building or what.
Any solution or work around would be greatly appreciated. Thanks
Comments
Yea I'll look into cleaning up those rules to get a cleaner connect and release than that. If you have any suggestions or ideas to make it more neat I'm definitely all ears.
As of right now there are a couple ways for a release. One is jumping while connected to the building it will release and send your character back away from the building. The other is if you climb back down and connect with the floor it sets all of the connection attributes back to false. Then of course just jumping off the top of the building works as well.
if on building true and down is pressed and y<originaly then set all the building connection attributes to false so he can continue on with his day walking forward..may not work that easy and need some tinkering but an idea.
http://www.deepblueapps.com/ladders-template/
Obviously the ladders in that would be your buildings
I post my results if one of the methods works or if I can't get either working properly.
Basically I made a simply rule within the character that when jumping and up is pressed On Building is turned to true. Another rule in the same actor says if Any On Building or Top of Building is True collide with building. This gets him to immediately shift over to the side of the building and be attatched. Then in the Building Actor I just had to set up a simple rule that if he is facing the wrong direction while > or < a certain side of the buildings X than he would face the correct direction.
As for the jump down it was simply Down pressed and Jump Button pressed On Building switches to false.
Once again thanks for all the help to you and beefy. Thanks