Gravity Help

I watched lots of tutorial video's and read lots of instructions to solve many of the problems I encountered. This one I am just not finding the information I need to solve the problem.

I have a vertical cannon design in which I am trying to get "actor 1" to shoot "actor 2" up. "Actor 2" flies up and then is affected by gravity and comes back down to collide with floor.

So far I have "actor 1" follows the mouse direction and shoots "actor 2" in the direction/angle in which "actor 1" is pointing. "Actor 2" collides with "actor 3" then changes image and floats away - hopefully, unaffected by gravity rule I am looking for.
I tried turning on scene gravity and turned off moveable for all actors but then "actor 1" did not respond to mouse.

I tried several other options with "actor 2" but it just keeps going and is not affected.

Comments

  • sparkaniasparkania Member, PRO Posts: 300
    unchecking 'movable' does just that.. makes something immobile.

    I'm a little lost on something.. Your Actor1 cannon shoots an actor2 projectile at actor3 target.. then..?
  • TesseractEngineTesseractEngine Member Posts: 180
    Instead of turning gravity on, try setting Accelerate, 270 degrees, relative to scene, with a Speed from 300 to 800 or whatever, on the Actors you want to be 'heavy'.
  • JN38JN38 Member Posts: 57
    unchecking 'movable' does just that.. makes something immobile.

    I'm a little lost on something.. Your Actor1 cannon shoots an actor2 projectile at actor3 target.. then..?
    "Actor 2" changes image, say "actor2.5", then becomes unaffected by gravity and floats to top of screen.
  • JN38JN38 Member Posts: 57
    Instead of turning gravity on, try setting Accelerate, 270 degrees, relative to scene, with a Speed from 300 to 800 or whatever, on the Actors you want to be 'heavy'.
    I tried this but "actor 2" does not track with "Actor 1" because of the degrees set.

    "Actor 1" determines the direction/angle of "actor 2" path.
  • JN38JN38 Member Posts: 57
    Here is what I have set for "actor 2"

    Collide> Collide with actor type: Floor
    Accelerate> Direction 270 - Relative to: scene - Acceleration 100
    ---This attribute sends "actor 2" across the bottom of the screen and not in the direction set by "actor 1".

    Then Collide Rule with "Actor 3".
    In this I have a
    Collide with top - then destroy when actor is off screen.
    Collide with "actor 3" - change image - play sound - change velocity - new image collide with top rule.
  • TesseractEngineTesseractEngine Member Posts: 180
    You might want to move your Accelerate behaviour into a Rule where it only activates either:

    - When it reaches or goes above a specific Y height
    - When it collides with Actor 3, when you set it to 90 degrees instead of 270.

    These are guesses based on my reading of your needs. @JN38.
  • JN38JN38 Member Posts: 57
    You might want to move your Accelerate behaviour into a Rule where it only activates either:

    - When it reaches or goes above a specific Y height
    - When it collides with Actor 3, when you set it to 90 degrees instead of 270.

    These are guesses based on my reading of your needs. @JN38.
    Thanks, I'll give it a try and get back with you on the results.

  • JN38JN38 Member Posts: 57
    I tried the Collide with "actor 3" and change the accelerate to 90. It didn't work, but got some interesting things which happened.

    I placed an Otherwise into the rule.

    The specific Y height worked much better. I have a slight problem with Actor 2 sticking to top if fired from actor 1 at 90 degree's, but I may have a workaround on that.

    Have a very interesting floating thing that is happening after collision with top. Not expected since I don't have any kind of wind value placed in the program. Not complaining, it's a nice added effect.

    Thanks again for the help.
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