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    Colliding

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    • Aidan_FireA
      Aidan_Fire @Thecheater887
      last edited by

      @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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      • T
        Thecheater887 @Aidan_Fire
        last edited by Thecheater887

        @Aidan-Oxley Spawned objects can only be destroyed by the player or by exiting the play area.

        The player can move in 8 directions.

        Aidan_FireA 1 Reply Last reply Reply Quote 0
        • Aidan_FireA
          Aidan_Fire @Thecheater887
          last edited by

          @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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            Thecheater887 @Aidan_Fire
            last edited by

            @Aidan-Oxley All passive walls.

            Aidan_FireA 1 Reply Last reply Reply Quote 0
            • Aidan_FireA
              Aidan_Fire @Thecheater887
              last edited by Aidan_Fire

              @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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              • GameCRAZYG
                GameCRAZY @Deeeds
                last edited by

                @Deeeds said in Colliding:

                Everyone knows it's an issue.

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                • T
                  Thecheater887 @Aidan_Fire
                  last edited by

                  @Aidan-Oxley That’s fine fire making sure of not double spawning, but I need to know when it returns, too.

                  Aidan_FireA 1 Reply Last reply Reply Quote 1
                  • D
                    Deeeds @iTap Development
                    last edited by

                    @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.

                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                    • Aidan_FireA
                      Aidan_Fire @Thecheater887
                      last edited by

                      @Thecheater887 Ah, didn’t think of that.

                      1 Reply Last reply Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Deeeds
                        last edited by

                        @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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                        • D
                          Deeeds @iTap Development
                          last edited by

                          @iTap-Development Cheater has questions... the one above.

                          How do you solve THIS problem?

                          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                          • iTap DevelopmentI
                            iTap Development @Deeeds
                            last edited by

                            @Deeeds the problem is that his replicator isn’t triggering a collide with the objects it has spawned? Correct?

                            1 Reply Last reply Reply Quote 0
                            • Aidan_FireA
                              Aidan_Fire
                              last edited by

                              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.

                              iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                              • iTap DevelopmentI
                                iTap Development @Aidan_Fire
                                last edited by

                                @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.”

                                1 Reply Last reply Reply Quote 0
                                • iTap DevelopmentI
                                  iTap Development
                                  last edited by

                                  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?

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                                  • T
                                    Thecheater887 @iTap Development
                                    last edited by

                                    @iTap-Development Yes.

                                    I use no physics objects, all passive walls.

                                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                    • iTap DevelopmentI
                                      iTap Development @Thecheater887
                                      last edited by

                                      @Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.

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                                        Thecheater887 @iTap Development
                                        last edited by

                                        @iTap-Development Since when!? Last I checked, the only difference between walls and physics are that walls have 0 for gravity bounce air resistance etc.

                                        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                        • iTap DevelopmentI
                                          iTap Development @Thecheater887
                                          last edited by

                                          @Thecheater887 walls are stationary, so they shouldn’t be colliding in the first place(with the exception of move behaviors). I could be wrong, but I think I’ve seen this in the help pages before.
                                          @Murtaza @Hamed is this right?

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                                          • T
                                            Thecheater887 @iTap Development
                                            last edited by

                                            @iTap-Development That’s the thing, my custom rotation is using a move behavior.

                                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
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