Bullet collision?

PonyStew

  • Posts: 17
Hello everyone, i'm here because i need your help.
I'm not so good at stencyl algorhytms and that's why i can't make my bullets stuck after shooting at the wall,
i also want to make them non-collide to each other, but collide with player.
Can anyone help me with that? I'd really appreciate it.

PonyStew

  • Posts: 17
I apologize for this lame question, one problem is solved. Now there's another one.
Is there any chance to make one actor collide with specific actor after it stops, or is there any option to make actor non-pushable after stoppage, if self actor group isn't collides with specific actor's group in the begining?

sdieters

  • Posts: 2068
Your question us pretty vague in my eyes.
Could you provide more detailed info on what it suposed to do in game. Perhaps with drawings or example games.

My new profile is TheIndieStation.
When you see a recent post with this name, i'm probably using my phone. So dont mind any typo's =p

PonyStew

  • Posts: 17
There's a character, and he's shooting out a flat bullet that supposed to stuck in the wall.  This means that the bullet has to become non-pushable, or it supposed freeze in the one spot as i can say. And after that, character have to jump on this bullet.

Innes

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  • Posts: 1960
How about having a bullet actor, and a replacement bullet actor. When the bullet actor hits the wall, immediately kill it and create the replacement actor in its place.

The replacement actor would look like the bullet actor, but it would have the physical attributes required for the character to jump on it; i.e, it would be a non-moveable object that the player character can collide with.
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Bombini

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  • Posts: 1400
How about having a bullet actor, and a replacement bullet actor. When the bullet actor hits the wall, immediately kill it and create the replacement actor in its place.

The replacement actor would look like the bullet actor, but it would have the physical attributes required for the character to jump on it; i.e, it would be a non-moveable object that the player character can collide with.

I use this very  often and it works very well. It also saves performance if you compile swf.

PonyStew

  • Posts: 17
How about having a bullet actor, and a replacement bullet actor. When the bullet actor hits the wall, immediately kill it and create the replacement actor in its place.

The replacement actor would look like the bullet actor, but it would have the physical attributes required for the character to jump on it; i.e, it would be a non-moveable object that the player character can collide with.

That's might be it, thanks for an advice, pal.

PonyStew

  • Posts: 17
I did it, works perfect. But what could i do to make player jump on the bullet from underneath?

Innes

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  • Posts: 1960
I did it, works perfect. But what could i do to make player jump on the bullet from underneath?

Do you mean that you want the player to jump up through the 'platform' and then land on it?

There are a few ways to do this. One way is to give the bullet two animations; the first has no collision, and the second has a collision shape that collides with the player. Always test the Y position of the player, and if it is lower than the platform, display the non-colliding animation. If the player is above the platform, switch to the colliding animation.

There may be a behavior on StencylForge that manages this for you, but I'm not sure.
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PonyStew

  • Posts: 17
Thanks for all those options, pal. I think i could use the same thing with earlier question though, but thanks for opportunity to think about solutions and not just use a template, really appreciate it.