Colliding
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@Deeeds you could probably have a full written account twice if you combine all mine and other’s posts.
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@iTap-Development I still don't understand your way of doing it. You never explained it.
"arrays... something... something ..."
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@iTap-Development Let me help you learn to use google:
Except, you didn’t use “write-up” as a noun!
“bothered to write up at least one of the ways”
This is a verb phrase. The action of writing “one of the ways to get around referencing”.
To put into writing.Here’s your sentence modified to fit your definition:
“It boggles my mind that nobody has bothered to DO A write-up OF at least one of the ways to get around referencing. Everyone knows it's an issue.”just saying😉
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@iTap-Development I still don't understand your way of doing it. You never explained it.
"arrays... something... something ..."
Go re-read😄
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@Thecheater887 So you don’t want the replicator to spawn a new object while I spawned object isn’t already on top of it. And you can’t disable spawning for a few seconds, or however many seconds it might take for the spawned object to go away, after spawning an object?
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@Aidan-Oxley Spawned objects can only be destroyed by the player or by exiting the play area.
The player can move in 8 directions.
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@Thecheater887 Hmm, the time it takes for spawned objects to leave is quite random. Are you sure none of your objects are scenery, if the collision just won’t activate? I would’ve expected that the object constantly rotating might even spam the collision behaviour.
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@Aidan-Oxley All passive walls.
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@Thecheater887 I’ve got no idea why the collided behaviour isn’t triggering. You could try reversing how you’re doing this, rather than detecting whether there’s an object and if there is don’t spawn another, have the spawned object tell then replicator when it has left? (If the player destroys it, tell the replicator the second it has died, if it has left the area, also tell the replicator etc). So the replicator will automatically turn off its own spawning after spawning an object, and it has to wait until a spawned object turns its spawning back on.
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@Aidan-Oxley That’s fine fire making sure of not double spawning, but I need to know when it returns, too.
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@iTap-Development I asked you questions, at the time, and made it clear I wasn't understanding your shorthand. You didn't explain, nor answer my questions. When I asked you to provide any form of justification for your approach being better than mine, you went weird. All up, I left the subject thinking you don't really know much about it. Nor can you explain or educate others on what you're doing to replace referencing.
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@Thecheater887 Ah, didn’t think of that.
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@Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.
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@iTap-Development Cheater has questions... the one above.
How do you solve THIS problem?
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@Deeeds the problem is that his replicator isn’t triggering a collide with the objects it has spawned? Correct?
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I think maybe cheater should just give a link to their project (or a duplicate of it with lots of stuff missing if afraid of people stealing the game), so someone can figure out for sure why the collided isn’t triggering.
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@Aidan-Oxley could it have to do with him moving/rotating on a duration of 0? Since those aren’t physics behaviors?
“The empty object uses custom rotation and standard movement on a 0 duration.”
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Eh, nope. Just tested.
@Thecheater887 I’m assuming the object you are spawning has a tag, and that tag is selected for the collide behavior? -
@iTap-Development Yes.
I use no physics objects, all passive walls.