by Fuzzy » Sat Jul 21, 2007 3:50 am
Its not really solvable. I recall this problem from long ago. Basically, the collision state is unknowable prior to, or during the creation of the actor, as it is the actor that checks and handles the result of collision. Its like you trying to remember a time before you were born.
What you can do is check the location before creating the actor. What would be nice is to have GE pass a value to a created actor. By this means, you could, in the create actor event, set collision to zero, and then immediately flip it on, or have it act out the collision regardless.
Mortal Enemy of IF....THEN(and Inspector Gadget)
Still ThreeFingerPete to tekdino