Collide with Actor with Name

Hey everyone!
I'm am working on a project with a bunch of actors colliding with one another but I have no way to tell which one collided with which without making a unique actor for each one. So I would like to request a feature. Could we have a rule condition that says something like

"if collide or overlap with actor with attribute (or name): [attribute inspector]"

I wouldn't care if the actor would have to unlocked or whatever to get to other actors attributes. This would be EXTREMELY helpful right now.

I know all you guys in GS are busy working but I just thought I'd add this to the list.

Thanks!,
Tad

Comments

  • VolontaArtsVolontaArts Member Posts: 510
    may i add on... about colliding, Shouldnt the "bounce" when colliding... be a decision? like if you want it to bounce. because even when bounciness is at 0 things still bounce.

    just tossing this in, sorry
  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772
    if you set the bounciness of both actors that are colliding to zero there should be no bounce.
  • VolontaArtsVolontaArts Member Posts: 510
    edited September 2013
    @jamie_c tried that still had a bounce do to velocity, also tried to play with density.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited September 2013

    Hi @Flamingbanana
    Could we have a rule condition that says something like

    "if collide or overlap with actor with attribute (or name): [attribute inspector]"

    Tad
    In a way, you already can by giving your actors individual tags - which could be seen as attributes...

    Then you can say:

    Rule: When Actor overlaps or collides with actor with tag baddy01
    ---do your stuff

    ---or even group them,

    Rule: When Any conditions are valid
    Actor overlaps or collides with actor with tag baddyType1
    Actor overlaps or collides with actor with tag baddyType2
    Actor overlaps or collides with actor with tag baddyType3
    ---do your stuff

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • DepressedPandaDepressedPanda Member Posts: 215
    This request is moot as GameSalad already offers what you request. Give your actors indiv tags. Sometimes you have to work and think outside the box to accomplish what you want on GameSalad.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited September 2013
    This request is moot as GameSalad already offers what you request.
    It's only "moot" if @Flamingbanana knew about tags which would solve his suggestion; he maybe didn't, hence he did think outside of the box by suggesting what he suggested. Give the guy a break, @DepressedPanda! ;-)

    I've given Tad an "Insightful" because concerning his point, that is a good suggestion.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • FlamingbananaFlamingbanana Member, PRO Posts: 90
    Hey thanks guys. I have been thinking very outside of the box with my project. I have gone through very many options trying to get my game to work but this is what I need for my solution to work...

    @gyroscope thank you haha
    I have thought of tags before but didn't think they could work...
    How is it that I can give one actor different tags? Like for instance I have my baddy actor but several instances of him in the scene. How do I give each instance an individual tag?
    This would be as helpful to me but I am unsure how to do this

    Thanks,
    Tad
  • FlamingbananaFlamingbanana Member, PRO Posts: 90
    P.S. I am pro but the forums aren't showing it... could someone help me with that?
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited September 2013

    @Flamingbanana
    P.S. I am pro but the forums aren't showing it... could someone help me with that?
    For some reason new GSC Pros aren't automatically given a Pro badge (or if that's changed now, it would take a few days or more to show...). Best to DM @SaladStraightShooter and he'll sort it for you.

    @gyroscope thank you haha
    I have thought of tags before but didn't think they could work...
    How is it that I can give one actor different tags? Like for instance I have my baddy actor but several instances of him in the scene. How do I give each instance an individual tag?
    This would be as helpful to me but I am unsure how to do this

    Thanks,
    Tad
    OK, you can give one actor as many tags as you like but only if it's a Prototype... so I see what you're asking now, about colliding with just one particular unlocked actor from a prototype... there's a couple of ways to do this:

    If the main actor that is collided into by the single actor instance you want is a Prototype, then put the collision Rule in the instance (i.e the other way around)

    Or make sure each of your instances has a different name.

    So then you can have:

    Rule: When All conditions are valid
    Actor overlaps or collides with actor with tag Type1
    Attribute scene.Background.Type1V5.Name is Type1V5
    ----do your stuff

    --------------

    OK, the penny's dropped for me now: so if we could ask for an unlocked actor by name in the collision rule, rather than as a tagged type group, that'd make life a bit easier... well done! I'd forgotten about that suggestion... it has been suggested before in past years, but you weren't to know that...) :-)

    In the meantime, hopefully one of the above solutions will do the trick for you.

    --------------

    Btw, in case you didn't know, there's a "hidden" trick with tags that's not hidden at all yet some people still miss it.... in the Scenes Editor, in the bar at the bottom of the Inspector is a dropdown menu marked All. If you've lots of tag groups, with many images that are tagged, you can isolate just one set with one tag by choosing the appropriate tag name. So then the Actors section of the Inspector will show just those Actors with that tag. Very useful in big projects with loads of images.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • FlamingbananaFlamingbanana Member, PRO Posts: 90
    edited September 2013
    @gyroscope


    For some reason new GSC Pros aren't automatically given a Pro badge (or if that's changed now, it would take a few days or more to show...). Best to DM @SaladStraightShooter and he'll sort it for you.
    Ok I'll do that.

    OK, you can give one actor as many tags as you like but only if it's a Prototype... so I see what you're asking now, about colliding with just one particular unlocked actor from a prototype... there's a couple of ways to do this:

    If the main actor that is collided into by the single actor instance is a Prototype, then put the collision Rule in the instance (i.e the other way around)

    Or make sure each of your instances has a different name.

    So then you can have:

    Rule: When All conditions are valid
    Actor overlaps or collides with actor with tag Type1
    Attribute scene.Background.Type1V5.Name is Type1V5
    ----do your stuff

    --------------

    OK, the penny's dropped for me now: so if we could ask for an unlocked actor by name in the collision rule, rather than as a tagged type group, that'd make life a bit easier... well done! I'd forgotten about that suggestion... it has been suggested before in past years, but you weren't to know that...)

    In the meantime, hopefully one of the above solutions will do the trick for you.
    My only problem is I have 15 instances... it's just gonna take some time and work I guess.

    Thanks a pant load!!!
    -Tad
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    I was doing some tests with tags before and I found that you can rename an actors tag using a change attribute but even though through display text you can see the tag was changed the system doesn't recognize the change. Seems like they're half way there but need to go the rest of the way with it.
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