Colliding
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@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.
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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.
@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 still don't understand your way of doing it. You never explained it.
"arrays... something... something ..."
Go re-read😄
@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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@Aidan-Oxley That’s fine fire making sure of not double spawning, but I need to know when it returns, too.
@Thecheater887 Ah, didn’t think of that.
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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.
@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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@Deeeds I don’t remember where we left off, but if you still have questions I don’t mind trying to explain again.
@iTap-Development Cheater has questions... the one above.
How do you solve THIS problem?
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@iTap-Development Cheater has questions... the one above.
How do you solve THIS problem?
@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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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.
@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? -
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.
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@iTap-Development Yes.
I use no physics objects, all passive walls.
@Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.
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@Thecheater887 ah! I think the problem is that they are walls. Walls can’t collide with walls.
@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.
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@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.
@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? -
@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?@iTap-Development That’s the thing, my custom rotation is using a move behavior.
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@iTap-Development That’s the thing, my custom rotation is using a move behavior.
@Thecheater887 physics can collide with walls though, just not wall with wall.
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@Thecheater887 physics can collide with walls though, just not wall with wall.
@iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.
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@iTap-Development That’s garbage. Physics object have movement lag, so that project went to hell too, then.
@Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?
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@Thecheater887 maybe you could make your spawner/replicator a physics object that is passable, with 0 gravity or anything else physics related?
@iTap-Development 750+ physics objects with timers? You sure?
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@iTap-Development 750+ physics objects with timers? You sure?
@Thecheater887 you have 750 replicators?
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