2 actors colliding at the same time, but only 1 registers, game breaking!

pjnolenpjnolen Member Posts: 152
edited November -1 in Working with GS (Mac)
For example,

If 2 or more actors shoot a bullet(same or multiple bullet actors) and they all hit the player(any actor really) at the same time, only 1 of them registers. Which makes making a shooter game almost impossible. Even if I use multiple bullets(actors) and change the timing of the damage they do it sometimes works but that means I need to make a new bullet for every gun on the screen, and if I have 4 actors, with 2 guns each the GS engine cannot make multiple changes to an attribute at the same time.

Which means any game made where the player, or npc takes more than 2 or more forms of damage, only 1 is ever registered.

This means when the player is looking at a wall of bullets coming at him, and he's supposed to be hit by 10, he doesn't worry because the engine will only allow 1 to damage him and the rest do nothing.

PLEASE PLEASE take a look at this. I'm trying all kinds of tricks to get around it, but this issue shouldn't exist for us to have to work around it. I've got a ton of stuff in the game i need to get done and i'm stuck in one spot trying to get just the bullets to do damage.

If there's a way around it I haven't tried, that will work, i'm all ears.

To get the hits/damage to register you HAVE to separate the bullets that will hit the player.

I've tried having the bullets move at random(380,420) speeds. To separate them more.
I've tried having the the bullets spawn at random(4,5) seconds. To separate them even more.
I've tried spawning the ships at different times. Again to separate them more.
I've tried having the ships(same model different actor) move at different speeds. To change the distance between the starting and ending locations of the bullets to help separate them more.

The problem is, there are only so many 10ths of a second, within a second, and too often when you have 3-4 badguys all firing, sometimes shooting more than 1 bullet, many hit the player overlaping in time and DON'T register the damage.

I can't imagine that this how the engine works.

please help :) thanks!

PJ

Comments

  • scitunesscitunes Member, Sous Chef Posts: 4,047
    Here's the problem. When the actor is overlapping with the first bullet the overlapping rule is initiated and the second bullet hits but the first bullet has not stopped overlapping so the rule does not get initiated a second time. I would create a game attribute called game.health. Then I would put the overlap rule in the bullet causing game.health to change to game.health-1

    Hope this helps!
  • pjnolenpjnolen Member Posts: 152
    I don't understand. If I did that wouldn't the same thing happen? Multiple actors overlapping and not changing the attribute?
  • pjnolenpjnolen Member Posts: 152
    I'm baffled really. Is there another way to have bullets damage actors? You can't have a game where things shoot at things. Unless you only have one badguy with one gun ever on the screen.

    There has to a way to take damage from multiple actors at the same time.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi pjnolen, try putting the collide rules in the bullets; could solve it... (untested).
  • pjnolenpjnolen Member Posts: 152
    gyroscope said:
    Hi pjnolen, try putting the collide rules in the bullets; could solve it... (untested).

    TESTED

    you sir are a @#$%ing genius.

    I will dance at your wedding.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    pjnolen said:
    TESTED

    you sir are a @#$%ing genius.

    Hehe; I can fool some of the people some of the time... ;-) Glad it worked for you.
    pjnolen said:

    I will dance at your wedding.

    Booked!! (Hang on, I'm already married...)

    :-)
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