Bug Issue: Kill actor after delay causes hero to fall through floor


Pages: 1

Minimo

  • Level 3 Stencyler
March 07, 2016, 12:59:55 pm
currently, when the player kills an enemy, everything is fine.
But, when I try a delay ('do after'), it causes the player to fall through the floor and die.

For example:
Code: [Select]
if Enemy hits bullet
do after '1 sec'
kill enemy

If I do this, the hero falls through the floor and dies after shooting the enemy.  But if I take the delay out, the enemy is killed and the hero does not fall through the floor.

We need this delay to show a death animation... among other things.   8)

Are collisions are turned-off when something dies after a collision?
How else would the hero fall through the floor ?


captaincomic

  • Master Stencyler
  • *
March 07, 2016, 04:33:26 pm
Could you show a screenshot of your behavior? Maybe at some point you try to kill an actor that is already dead (null), a null access could cause weird behavior like collisions stopping.
  • Status changed from New to Need Info


Minimo

  • Level 3 Stencyler
March 07, 2016, 09:55:41 pm
Here are two screenshots.

Right now I have 'do after 1.2 seconds' setting a boolean to kill the zombie.
If I put in the 'kill self' block, the player falls through the floor.

Without the 'kill self', it  works.
And without the 'do after 1.2 seconds', it works.


New attachment added by Minimo - March 07, 2016, 09:55:56 pm


New attachment added by Minimo - March 07, 2016, 09:56:03 pm


Minimo

  • Level 3 Stencyler
March 07, 2016, 09:58:22 pm
By the way... I only put 'disable this behavior' in there to replace 'kill self'.
They do not go in together  :)
 


letmethink

  • Master Stencyler
  • *
March 07, 2016, 10:42:28 pm
I think it's very likely that your death_l and death_r animations have bad collision boxes. Perhaps they are set to sensors or are non-existant. That would explain the lack of collisions


Minimo

  • Level 3 Stencyler
March 09, 2016, 11:46:51 am
Well the problem is not the lack of collisions for the Enemy. 
It's that the PLAYER falls through the floor when an enemy dies after a delay.

If I take the delay out, no problem.
Add the 'do after' again, and the player falls through the floor and dies again.

The delay must be the problem.
I got around this by creating another 'death' actor.  But still, it seems to be a bug.


rob1221

  • Master Stencyler
  • *
March 09, 2016, 12:04:31 pm
If the problem is caused by ZombieKill being set to true too late then look at every part of your code that uses ZombieKill and you might find the solution.


Issue updated by captaincomic - May 03, 2016, 04:27:28 pm
  • Tags added: abandoned
  • Status changed from Need Info to Closed


Pages: 1

Details

  • Reported
    March 07, 2016, 12:59:55 pm
  • Updated
    May 03, 2016, 04:27:28 pm

  • View Status
    Public
  • Type
    Bug
  • Status
    Closed
  • Priority
    Normal
  • Version
    Stencyl 3.4, 3.4.0 beta2
  • Fixed in
    (none)
  • Assigned to
    (none)
  • Category
    Engine

Tags


Attachments


* Screen Shot 2016-03-08 at 12.47.38 AM.png (51.34 kB, 1275x520 - viewed 142 times.)

* Screen Shot 2016-03-08 at 12.47.39 AM.png (54.43 kB, 1279x517 - viewed 142 times.)