Weird Sensor Collision?

AwesomePassword

  • Posts: 104
http://www.stencyl.com/game/play/22158
Arrow keys to move, z to use tractor beam.

So, my game is basically about a UFO, and you can pull people up with the tractor beam. I set the blue tractor beam's collision to a sensor. However, as you can see, the beam seems to push the people downwards, as if it had a physical collision. There are not any behaviors on the people, and the only behavior on the beam is to follow the UFO. This problem has been bugging me for a while now, and I have absolutely no idea why it's doing this.

I also attached the game to this post, you can view all the behaviors and settings and stuff.

Please help!
~Password
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Games:
-Tetra Factory - 80%

sdieters

  • Posts: 2068
I assume that the Beam is an actor on its own. if that is the case, try to click the little box next to "Is a sensor?" under the collision tab. this way the beam has no physical collision box, but the box will detect if it hits one of the poor fellows below :p
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sdieters

  • Posts: 2068
I also noticed that the third guy doesn't get pushed down. did you switched it's physics setting to "cannot be pushed" ?

this might not be needed if the collision box of the beam is set to a sensor, but in such a case i would always set an actor to not be push-able.

« Last Edit: October 26, 2013, 01:09:14 pm by sdieters »
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AwesomePassword

  • Posts: 104
I assume that the Beam is an actor on its own. if that is the case, try to click the little box next to "Is a sensor?" under the collision tab. this way the beam has no physical collision box, but the box will detect if it hits one of the poor fellows below :p
That's the thing, though. I checked the box so it is, in fact, a sensor; however, this still happens.

Also, you can refresh the page and try a few times; sometimes, one of the guys doesn't get pushed, and sometimes he does.
~Password
===
Games:
-Tetra Factory - 80%

sdieters

  • Posts: 2068
hmm hold on, now i get curious...
i will give your file a good look.

(gime 15 minutes)
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SadiQ

  • Posts: 1795
Works fine here.I can't reproduce your problem .
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sdieters

  • Posts: 2068
*sidenote: i facepalmed just a second ago since i missed that you already said the beam was set to a sensor :p*

anyway, the guys being pushed down was simple to solve. just set the physics settings to cannot be pushed.

but there are still a hell lot of settings to be created right?
i haven't find some sort of code that pulls your guy up when it gets hit, and also i saw that you give the created beam twice a position. you can do this better by simply telling the UFO when "z" is pressed, create actor (Beam) at whatever the co-ordinates are. then just add to the beam script when it collides with a member of group "Person", set Y-speed to X for last collided actor. just to give a simple idea...
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AwesomePassword

  • Posts: 104
*sidenote: i facepalmed just a second ago since i missed that you already said the beam was set to a sensor :p*

anyway, the guys being pushed down was simple to solve. just set the physics settings to cannot be pushed.
Actually, that won't work, I just tried it. When it can't be pushed, the actor doesn't have any gravity, and having the people be affected by gravity is pretty important for the game.
Besides, if the tractor beam is a sensor, why would it interact at all with the people, since they don't have any collision behaviors?
~Password
===
Games:
-Tetra Factory - 80%

sdieters

  • Posts: 2068
they do collide, but without the physical effect.

compare it with slapping someone in the face. your hand will go trough his face and you both know that your hand hit's his face, but without the bruises and pain :p

i used that for an older experiment with doors, where i could walk "through" the door but still the player knew that it was colliding with the door and so trigger the next scene event.

and for the no gravity issue, you can simply give the person an always event in which the y-speed is always set to 85, but when it collides with the beam, the y-speed is set to the amount you want them to fly up...
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AwesomePassword

  • Posts: 104
they do collide, but without the physical effect.

compare it with slapping someone in the face. your hand will go trough his face and you both know that your hand hit's his face, but without the bruises and pain :p

i used that for an older experiment with doors, where i could walk "through" the door but still the player knew that it was colliding with the door and so trigger the next scene event.[/quote]
I understand that there still is collision behavior, but no collision physically.
But, right now, neither the person nor the beam has any collision behavior, which you'll see if you downloaded the game. Therefore, the beam shouldn't do anything to the person. However, despite being a sensor with no collision behaviors, the beam still "pushes" the people down for some reason.
~Password
===
Games:
-Tetra Factory - 80%

Photon

  • Posts: 2691
When I tested the game in Stencyl, the tractor beam didn't push down the civilians. I'm not sure what the deal is. :/
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sdieters

  • Posts: 2068
it doesn't always happen, but i had it a couple of times.
but no offence to AwesomePassword, but the coding is rather chaotic, some stuff could be done way easier as they are now.
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