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  3. Colliding

Colliding

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  • T Thecheater887

    @Deeeds said in Colliding:

    @Thecheater887 Are you German?

    Haha, no lol. Fixed that one up. Sorry!

    @Aidan-Oxley said in Colliding:

    @Thecheater887 Is this empty object the spawner of the spawned object?

    ...Heh?

    “It won’t spawn an object there”, where? I might need more details about exactly what you want to happen.

    The empty object that spawns in the enemies and dynamic effects (well call it the replicator) rotates around, and follows the parent. Every frame, it rotates 14.6 degrees, and generates a random number between 0 and 50000. If the number is less than 10000, it spawn a special effect. If it’s less than 12500, it spawns a trashmob enemy, etc. In order to not stack 8 of something at once, I attempted to implement a system taking advantage of collisions to determine whether or not the Replicator was already “viewing” (on top of, colliding with) an object it had previously spawned. If the Replicator is “viewing” an object it had previously spawned, it won’t spawn another object on top of it, or shouldn’t, rather.

    If the Replicator is “viewing” an object it had previously spawned, it won’t spawn another object on top of it, or shouldn’t, rather.

    This is where my problem lies.

    I can’t get the “collided” event to trigger, signifying to the replicator it is not a clean area to spawn.

    Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by
    #16

    @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_FireA Aidan_Fire

      @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?

      T Offline
      T Offline
      Thecheater887
      wrote on last edited by Thecheater887
      #17

      @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
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      • T 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 Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by
        #18

        @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.

        T 1 Reply Last reply
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        • Aidan_FireA Aidan_Fire

          @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.

          T Offline
          T Offline
          Thecheater887
          wrote on last edited by
          #19

          @Aidan-Oxley All passive walls.

          Aidan_FireA 1 Reply Last reply
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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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