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    Colliding

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    • GameCRAZYG
      GameCRAZY @Deeeds
      last edited by

      @Deeeds said in Colliding:

      Everyone knows it's an issue.

      1 Reply Last reply Reply Quote 0
      • 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.

              D 1 Reply Last reply Reply Quote 0
              • 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?

                        T 1 Reply Last reply Reply Quote 0
                        • 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.

                            T 1 Reply Last reply Reply Quote 0
                            • T
                              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?

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

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

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                                    • T
                                      Thecheater887 @iTap Development
                                      last edited by

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

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

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

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

                                            @Thecheater887 you have 750 replicators?

                                            T 1 Reply Last reply Reply Quote 0
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