Rapid spawning strengthens actor's acceleration for no apparent reason?!

Hey everyone. In my game I have actors that fly up on screen, then fall back down using the accelerate behavior. These actors also spawn "trail" actors very rapidly (basically as fast as they can be spawned as far as I know) for a nice trail effect.

For some bizarre reason, as soon as I make the actor spawn the trail (turn the rule to spawn the trail on), the actor accelerates downward much more quickly (giving the effect of stronger gravity). The game still runs consistently at around 60 fps, but something seems to have messed up the acceleration even though I haven't touched the accelerate behavior itself. If I turn the spawning off, it works normally again.

Has anybody else had this problem? I can't think of anything that could possibly be causing this. Of course, I can simply lower the acceleration and it works just fine, but obviously this shouldn't be happening in the first place.

Comments

  • SocksSocks London, UK.Member Posts: 12,822
    Is the main actor colliding with its spawned trail actors ?
  • K1dTrunksK1dTrunks PRO Posts: 55
    No, none of the actors collide with anything.
  • K1dTrunksK1dTrunks PRO Posts: 55
    Anyone?
  • ORBZORBZ Member Posts: 1,304
    Why don't you use particles instead of spawning a bunch of actors? The effect will be similar and you will save significant CPU power.
  • K1dTrunksK1dTrunks PRO Posts: 55
    @ORBZ - I can't use particles because a) the trail actors are rectangles, not perfect squares, and b) spawning actors gives me much more control over the spawning/destroying (the way they are spawned is based on distance, not time). Oh, and c) I just hate the particle behavior! It is acceptable for some situations, but it needs a lot of improvement.

    This whole thing isn't really a problem for me since I can just lower the acceleration and it works fine. Just thought it was an odd issue that should be mentioned (I'm almost positive it isn't something I've done wrong.)
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