EDIT: It seems the logic you're using for the moving platform includes setting its location directly as opposed to moving it. The method I mentioned probably won't work then. I'll see if I can come up with a behavior that works for a moving platform.
Turns out it was a lot simpler than that, actually, half of that code wasn't even functioning. Here are the necessary bits.So how can I make it so that the player actor sits on the point of collision instead of snapping to x of the parent actor? What I'd like is to have it read so that upon collision, x of the actor is set relative to x of the parent actor, so that when x of the parent actor moves, x of the actor moves accordingly...Does this make sense?
Quote from: sonuvagun06 on May 06, 2013, 12:06:13 pmTurns out it was a lot simpler than that, actually, half of that code wasn't even functioning. Here are the necessary bits.So how can I make it so that the player actor sits on the point of collision instead of snapping to x of the parent actor? What I'd like is to have it read so that upon collision, x of the actor is set relative to x of the parent actor, so that when x of the parent actor moves, x of the actor moves accordingly...Does this make sense?What if instead of finding the X-Center distance of each actor, you found the X (left side) of each actor upon collision and set it to an attribute? Then you could set (sorry if you're not still using this method) the actor to that X-offset from the platform as it moved. I haven't tested it out, but that might work.Happy trails, Flyingninja77