Rotate does not continue rotating despite rules being true

Fafnir312Fafnir312 Member Posts: 161
edited November -1 in Working with GS (Mac)
I have constrained my player actor to another actor which rotates clockwise and counter-clockwise based on whether the left of right key is pressed. The problem I'm having is that rotate on playerTransport does not continue. It merely gives a quick initial spin and then stops which leaves it rolling forward up the hill (see picture) and then back down it unless I hit "right" again which then repeats the process. Drag and angular drag are set to "0" right now until I can figure this out.

Here's my player setup:
http://i3.photobucket.com/albums/y58/MattVG/Game Stuff/setup.jpg

Here is my rule to check whether the "right" key is pressed:
http://i3.photobucket.com/albums/y58/MattVG/Game Stuff/key-right-down-check.jpg

Here's my rule to check if either the right or left keys are pressed, checks if the player is on the ground, then if the "right" key is pressed it rotates playerTransport clockwise. Otherwise it rotates counter-clockwise.
http://i3.photobucket.com/albums/y58/MattVG/Game Stuff/Player-Run-rule.jpg

I'm pretty sure something is wrong with my logic somewhere but it looks like it should work. I have debug actors that display each variable that needs to be true for rotate to happen and they're all true as long as "right" is held down. Thus the rotate should continue... but it doesn't. Help with this is greatly appreciated.

Comments

  • Fafnir312Fafnir312 Member Posts: 161
    AURGH! I duplicated my project, deleted everything but a sphere that rolls right with key right and collides with the ground and still the same thing! My physics options match those of another project in which this works... so frustrating.
  • Fafnir312Fafnir312 Member Posts: 161
    So... the rotate behavior is supposed to "create a constant clockwise or counter-clockwise rotation on an actor" but it doesn't. And here I thought I was the problem.

    Example of said bug:
    http://gamesalad.com/game/play/24900

    Can anyone confirm this or am I out to lunch?
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Same gravity as well for the working project?
  • Fafnir312Fafnir312 Member Posts: 161
    Yes, there is gravity in working project, but the force of the rotation should be enough to overcome gravity. It was to begin with. I can upload my current project if you want to see it. I'm going ahead and working around this by using accelerate instead. I think it'll be fine.

    Working project had a lot more stuff in it (idle, right, left, jump, fall, attack) and is rather annoying to follow so I tore it all out to try and figure out what was going on... and I still don't know.

    EDIT:
    I suspect I'm just not understanding something about how behaviors work. It says "rotate constant[ly]" but I guess it means only in certain instances (not during key downs) which I haven't figured out. I'm using accelerate now and I think I've got the bugs ironed out so I think I'm going to stick with it for now. This issue has cost way too much time.
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