How do you prevent your actor from sliding after acceleration?

Member Posts: 113
edited November -1
Need a little help with this.

• Member Posts: 1,400
You won't believe this, but that is what the OTHER pedal is for ... no, not that one, the one in the middle! ... ;-)
• Member Posts: 113
Lol
• Member, PRO Posts: 2,090
With more Friction or Stoping His Linear Velocity X.
• Member Posts: 113
I tried using Friction and Drag and I get the same results. ._.
• Member Posts: 1,400
Try adding `CHANGE ATTRIBUTE: self.LinearVelocity.X to 0` to the otherwise section on your acceleration rule.
• Member Posts: 113
kk
• Member Posts: 1,303
Move: 0,0
• Member Posts: 85
just use the 'Move' attribute. no sliding at all,
• Member Posts: 113
Using the move attribute makes my actor look a bit stiff. After my acceleration I just want the sliding after it to be less ongoing. When I accelerate too much a tend to slide about half my map distance. I just want very little slding to happen afterwards. Sorry kinda being a little picky here.
• Member Posts: 1,303
use drag, a high value, like 1000

remember when you accelerate though to turn off the drag or you won't move. or optionally, make your acceleration equal to your drag plus some increase. drag+100 for example.
• Member Posts: 1,303
use drag, a high value, like 1000

remember when you accelerate though to turn off the drag or you won't move. or optionally, make your acceleration equal to your drag plus some increase. drag+100 for example.

move 0,0 will make you come to a full stop, instantly.
• Member, PRO Posts: 238
Interpolate
self.LinearVelocity.X - 0
Duration - 0.5

Its working
• Member Posts: 1,303
Nice Jugger
• Member Posts: 15
edited January 2012
Dear Jugger ,
I am new developer in the Gamesalad and facing same above mentioned problem can you please describe your solution.
How can I apply this.
Interpolate
self.LinearVelocity.X - 0
Duration - 0.5

Thanks Jugger.