Scaling and Collision - Am I Missing Something?
Hi guys,
I'm trying to set a rule that an actor will be destroyed if it touches another but only once it hits a certain size. I then realised that the collision box itself doesn't scale but that doesn't matter too much, I can work around that. However, I've noticed that when I'm scaling an object it can no longer collide with another... am I missing something? Is collision turned off entirely when an object is scaling?
I can work around this issue by adding an invisible actor but I'd really rather not have to complicate things...
I'm trying to set a rule that an actor will be destroyed if it touches another but only once it hits a certain size. I then realised that the collision box itself doesn't scale but that doesn't matter too much, I can work around that. However, I've noticed that when I'm scaling an object it can no longer collide with another... am I missing something? Is collision turned off entirely when an object is scaling?
I can work around this issue by adding an invisible actor but I'd really rather not have to complicate things...
Comments
In this instance, until they address it, try using a Timer with a Change Attribute instead.
i.e Every 0.01 seconds or whatever, increase the size the actor. That way the collision area will match.
It is the exact solution FireMaple suggested
Also, with Photics: Fireball, I resolved this issue with particles. The main actor stays the same size, but the particles change size to create the illusion of depth.
self.Size.Width = 5*cos(self.Time)*80%360+90)+self.sizeX
5 = the amount the object will grow and shrink
80 = the time cycle
360+90 = where in the cycle the size oscillation starts (90 is the operative number)
self.sizeX is a local variable setting the base size
You need to set up a "change attribute" to set self.sizeX to self.Size.Width at the start
Do the same for Y / Height
how do you find this thread that is 10 months old?