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  3. Colliding

Colliding

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  • T Thecheater887

    @Aidan-Oxley All passive walls.

    Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by Aidan_Fire
    #20

    @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.

    T 1 Reply Last reply
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    • D Deeeds

      @Thecheater887 This is EXACTLY the kind of problem that stems from not being able to store a reference in your replicator to the instance it has spawned.

      Instead, you have to use tags. Which means ALL objects with that tag will say they're colliding, if they are. So you won't be able to get the most recently spawned instance this way.

      You'll have to make other logic that does that, basically a manual filtering of all those with the given tag. Probably using a convoluted approach to attributes that know their order, or a sequence of live values in an array or some other approach that gets around the lack of referencing.

      It boggles my mind that nobody has bothered to write up at least one of the ways to get around referencing. Everyone knows it's an issue.

      Michael KhalfinG Offline
      Michael KhalfinG Offline
      Michael Khalfin
      wrote on last edited by
      #21

      @Deeeds said in Colliding:

      Everyone knows it's an issue.

      1 Reply Last reply
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      • Aidan_FireA 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.

        T Offline
        T Offline
        Thecheater887
        wrote on last edited by
        #22

        @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
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        • iTap DevelopmentI iTap Development

          @Deeeds said in Colliding:

          @iTap-Development I still don't understand your way of doing it. You never explained it.

          "arrays... something... something ..."

          Go re-read😄

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #23

          @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
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          • T Thecheater887

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

            Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by
            #24

            @Thecheater887 Ah, didn’t think of that.

            1 Reply Last reply
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            • D Deeeds

              @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 Offline
              iTap DevelopmentI Offline
              iTap Development
              wrote on last edited by
              #25

              @Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.

              D 1 Reply Last reply
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              • iTap DevelopmentI iTap Development

                @Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #26

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

                How do you solve THIS problem?

                iTap DevelopmentI 1 Reply Last reply
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                • D Deeeds

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

                  How do you solve THIS problem?

                  iTap DevelopmentI Offline
                  iTap DevelopmentI Offline
                  iTap Development
                  wrote on last edited by
                  #27

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

                  1 Reply Last reply
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                  • Aidan_FireA Offline
                    Aidan_FireA Offline
                    Aidan_Fire
                    wrote on last edited by
                    #28

                    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
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                    • Aidan_FireA Aidan_Fire

                      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 Offline
                      iTap DevelopmentI Offline
                      iTap Development
                      wrote on last edited by
                      #29

                      @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
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                      • iTap DevelopmentI Offline
                        iTap DevelopmentI Offline
                        iTap Development
                        wrote on last edited by
                        #30

                        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?

                        T 1 Reply Last reply
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                        • iTap DevelopmentI iTap Development

                          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?

                          T Offline
                          T Offline
                          Thecheater887
                          wrote on last edited by
                          #31

                          @iTap-Development Yes.

                          I use no physics objects, all passive walls.

                          iTap DevelopmentI 1 Reply Last reply
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                          • T Thecheater887

                            @iTap-Development Yes.

                            I use no physics objects, all passive walls.

                            iTap DevelopmentI Offline
                            iTap DevelopmentI Offline
                            iTap Development
                            wrote on last edited by
                            #32

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

                            T 1 Reply Last reply
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                            • iTap DevelopmentI iTap Development

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

                              T Offline
                              T Offline
                              Thecheater887
                              wrote on last edited by
                              #33

                              @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
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                              • T Thecheater887

                                @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 Offline
                                iTap DevelopmentI Offline
                                iTap Development
                                wrote on last edited by
                                #34

                                @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?

                                T 1 Reply Last reply
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                                • iTap DevelopmentI iTap Development

                                  @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?

                                  T Offline
                                  T Offline
                                  Thecheater887
                                  wrote on last edited by
                                  #35

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

                                  iTap DevelopmentI 1 Reply Last reply
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                                  • T Thecheater887

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

                                    iTap DevelopmentI Offline
                                    iTap DevelopmentI Offline
                                    iTap Development
                                    wrote on last edited by iTap Development
                                    #36

                                    @Thecheater887 physics can collide with walls though, just not wall with wall.

                                    T 1 Reply Last reply
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                                    • iTap DevelopmentI iTap Development

                                      @Thecheater887 physics can collide with walls though, just not wall with wall.

                                      T Offline
                                      T Offline
                                      Thecheater887
                                      wrote on last edited by
                                      #37

                                      @iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.

                                      iTap DevelopmentI 1 Reply Last reply
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                                      • T Thecheater887

                                        @iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.

                                        iTap DevelopmentI Offline
                                        iTap DevelopmentI Offline
                                        iTap Development
                                        wrote on last edited by iTap Development
                                        #38

                                        @Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?

                                        T 1 Reply Last reply
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                                        • iTap DevelopmentI iTap Development

                                          @Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?

                                          T Offline
                                          T Offline
                                          Thecheater887
                                          wrote on last edited by
                                          #39

                                          @iTap-Development 750+ physics objects with timers? You sure?

                                          iTap DevelopmentI 1 Reply Last reply
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