Bug when "actor with tag" instead of "actor of type".

SandbirdSandbird Member Posts: 69
edited November -1 in Tech Support
I figured out this weird bug with actor tags.
I have 2 objects (actor A) and (actor B). I want to touch actor A and in its place actor B will spawn.
If actor A is not moving then actor B spawns at the correct place.
If actor A is moving down a slope and i press it then actor B spawns in a random position around actor's A center X,Y.
This happens ONLY if both actors have a Collide rule of "actor with tag:PhyiscalObjects" (i grouped my physical objects, so i know which actors to collide with what)
IF i have set "actor of type:{ex. the ground or walls actor}" on both actor A and actor B, then actor B wont spawn in random places and it will spawn where it was suppose to....dead center of actor's A (X,Y)

...using latest GameSalad

Comments

  • SandbirdSandbird Member Posts: 69
    This is really annoying....it does the same thing when an actor has a collide check with itself.
    So for example if actor A collides with any Actor A, then this weird "jumping" will appear.

    I think its this "Bounce when colliding" action that Collide Rule has. It shouldn't bounce...why bounce ? Just check if collision is detected....why add extra force to actors ? I dont understand it.
    Collision detection...is just that...collision DETECTION...
  • SandbirdSandbird Member Posts: 69
    I uploaded a template to see the problem....Its at:

    http://gamesalad.com/game/34984

    Search for : Collision Rule in gamesalad to download the project
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    You need to email this to bugs@gamesalad.com so they can investigate it. I have never experienced anything like that so I cannot confirm it. But the only way to find out for sure its a bug is to report it as a bug.
  • SandbirdSandbird Member Posts: 69
    Hi and thanks for your answer. I sent an email with the description of the problem.
    If you download the template i put you'll see what i mean..its pretty straightforward. Its definitely a Gamesalad bug. The actors shouldnt be "acting" this way.
  • RumiRumi Member, PRO Posts: 343
    I looked over the project. I think it might be because an colliding actor reappeared on top of another colliding actor. If something like that happened in real life, either both objects would be deleted in a paradox, or a super dense singularity would form and a black hole would be created. Now since that doesn't happen in GameSalad, that actor is being pushed away from the spawning actor in the millisecond that actor exists being pushed in a random distance since the forces an all sides are equal.
    Thats just a scientific, physical, astrophysical explanation from your local Rumi!
    :)
  • SandbirdSandbird Member Posts: 69
    Hi Rumi,

    The thing is that a) i am destroying the actor before spawning the new one, and b) this only happens if the Actor A has a collide rule for other Actor A objects...or Actor B for other B objects.
    If i take the rule away, everything is fine.

    This has to do something with collide rules in conjunction with spawning rules. Because if instead of destroy/spawn actors, i move them somewhere outside the screen, and swap them instead of destroying them, then this bug wont happen.
    It is as if the Gamesalad collision rules run before the spawn rules, when it should be the other way around...First spawn...and then check for collisions...maybe its a programmers error.
  • RumiRumi Member, PRO Posts: 343
    Why don't you try moving the spawning behaviors above the collision behaviors, or try putting them in the otherwise section of the spawn rule.
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