New behavior

RCBANANARCBANANA Member Posts: 18
edited April 2012 in Working with GS (Mac)
Make a behavior called stop moving
For example if a actor1 collides with actor 2, actor 1 should stop moving

Answers

  • xforcexforce Member Posts: 187
    move behaviour - speed 0 - stacked
  • poopdecksweeperpoopdecksweeper Member Posts: 180
    How does the additive move behavior work?
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    they should make a self attribute self.current speed
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    @ MjMDesign

    There is. Self motion linear velocity x and y
  • RCBANANARCBANANA Member Posts: 18
    But how would you say don't move when it's false.
    Sorry I'm new to this.
  • xforcexforce Member Posts: 187
    use the otherwise section of the rule container. it performs whatever is in there if the rule conditions arent all true
  • RCBANANARCBANANA Member Posts: 18
    Thank you
  • RCBANANARCBANANA Member Posts: 18
    I have multiple of the actor being spawned, and I want only the one that collides with the other actor to freeze. Instead all the actors on the screen are freezing when just one of the actors collides
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    If your using an attribute to trigger the stop, you need to make it a self attribute and not a game attribute
  • RCBANANARCBANANA Member Posts: 18
    How do u make it a self attribute
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    edited April 2012
    ....
  • GraphicWarehouseGraphicWarehouse Member Posts: 927
    edited April 2012
    How do u make it a self attribute
    go into the actor and under the attributes section hit +

  • RCBANANARCBANANA Member Posts: 18
    I'm trying to display the up coming spawn before I fire it, but it displays what actor is up as I fire it
  • RCBANANARCBANANA Member Posts: 18
    I have my ammunition on a random spawning system between 1,5 and when I click it fires a random ammunition, and that's what I want but I want the person to be able to see what ammunition is up to fire, before they fire. So I'm wondering how to display the random ammunition before they fire it
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @RCBANANA Do a change attribute game.randomAmmunition to random(1,5) before you spawn anything. Then, in the spawn behavior, put game.randomAmmunition in the expression editor rather than putting in random(1,5). So you're setting the attribute before you plan to use it.
  • RCBANANARCBANANA Member Posts: 18
    Ok Sounds like it will work, I'm gonna try it
  • RCBANANARCBANANA Member Posts: 18
    Wait there's no expression editor in spawn actor behavior
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    edited April 2012
    Yes there is, for the position and direction. Its the e button.

    Also please keep a discussion on an issue in one place. Your discussing it here, but also opened a new thread about it.
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