Destroy Actor not working?

I have a weapon-type actor that's going at 500px/s and interpolating size at the same time. When it collides/overlaps with the target, I have it set to destroy. Is there an issue with an interpolating actor being destroyed mid interpolate?

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Yes collision does not occur when interpolating! If you wish to use interpolate, you need to wrap it in an every 0.1 second timer ... Something like that should then allow for a collision detection
  • paulchungpaulchung Member Posts: 10
    Wow that's a huge huge huge weakness... The .1 wrap timer messes up my timing/distance calculations. And even then it only collides 1/2 the time... *sigh* Thanks for the information though. Any other work arounds I might be able to use?
  • JarrenHJarrenH Member Posts: 206
    Just like to chime in here and second the question. This could leave a giant bug in my game...
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Its not a weakness or a bug, its behaving exactly as was intended.

    It all depends on how you currently have everything setup, one of the objects that collide with one another must have moveable ticked;

    A quick search will bring up lots of threads that give the useful information you need;

    http://forums.gamesalad.com/discussion/24724/does-interpolate-kill-overlapcollide

    http://forums.gamesalad.com/discussion/23382/help-interpolate-collide
  • paulchungpaulchung Member Posts: 10
    I think I have a work around for my situation, but I would still argue it's a weakness as an entire controllable aspect of an actor is unusable while in this state, intended or not.
  • paulchungpaulchung Member Posts: 10
    Argh workaround didn't work...

    So the following would not leave a 1 pixel window for collision/overlap detection?

    If (self:pos:Y != specific number)
    - interpolate to certain size

    If Collision/overlap
    -destroy

    Think shooter with missiles that are interpolating....

    I can't do a second actor because there will be multiple instances of the first actor and there's no way to link them to each other via a game attribute without applying to every single one.

    Missiles have to be movable... so can't change that.

    Help?
  • paulchungpaulchung Member Posts: 10
    Can I set the Movable in the actor to false, and use interpolate to move the actor? Would this allow my projectile actor detect collision?
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