Unknown events

Non-platform specific questions.

Unknown events

Postby j2graves » Sat Sep 03, 2011 10:55 am

I've been working with some nontraditional methods of collision and physical response. When my player actor collides with a tile actor, instead of setting the values of physical response to
1
1
0
1
I instead use
80
1
1
1
Which prevents the actor from bouncing, but allows me to use yvelocity without a huge amount of friction. This has worked so far, but I'm encountering a strange glitch with GE. Every time I make an edit to something in GE, and then go to game mode, the actor starts bouncing. What's weird is that if I hit ctrl + Z to undo before I go to game mode, that won't happen. But that implies I made some change to the physical response code, which I didn't. it's as if GE is automatically changing something every time I make changes to the game, which I am not aware of. Does anyone know what this mysterious unknown edit is? If not, could someone help me manipulate the physical response in another way that it won't have a lot of friction?
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Re: Unknown events

Postby skydereign » Sat Sep 03, 2011 11:30 am

That bouncing sounds like it is purely due to the collision. Increasing that to 80 essentially increases the mass of the event actor. This will prevent the actor from bouncing, but if for instance you have your player actor stuck in the tile before the game starts, and go into game mode, the player actor will go flying up (due to the collision). As for creating collisions with less friction usually you would set the third number to not be 0. That 0 will stop the event actor's movement, which isn't what you want. You can also increase the actor's mass (the first variable) like you did. Some combination of the two will most likely be what you want. There are other ways, but I don't actually know what type of movement you are using, or the mechanics you want to implement.
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Re: Unknown events

Postby j2graves » Sun Sep 04, 2011 9:02 am

Thanks, I'll try that. The mechanics I want to implement have to do with the jumping. I wanted to make jumping mechanics that were partially momentum based, while still allowing some amount of air control. For that I needed to use xvelocity.

Anyway, I'll try your physical response method and let you know if it works.
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Re: Unknown events

Postby j2graves » Wed Sep 07, 2011 1:05 pm

Well it didn't work as I had expected, but I did manage to fix the problem a completely different way. It's strange, because while I still tried the old way, the mysterious event continued to haunt my game...
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