[SOLVED!] Detect when an actor stops colliding?

Uuemaich

  • Posts: 52
Actually, all I need to figure out is how to detect for when the player and actor stop colliding. That would solve this easily, because as of now, the game thinks it's still colliding, so the block just flies away.

Yeah, so I'm trying to create a push/pull behavior so I can, well, push and pull a movable block, haha. I've been racking my (very noobish) brain, and I can't get it to work. So far for the pulling behavior, I can get it to pull properly, but then it won't stop. And then it does stop when it hits my player character, sending him backwards instead, hahaha.

As for the push behavior (no picture), it'll push properly... unless I press up while pushing... and then the block just flies away, to be with its family in the harsh mountains.

Also, don't mind the bottom part of the picture, that's just to stop the blocks from pushing each other, which works.

« Last Edit: April 09, 2012, 02:08:55 pm by Uuemaich »


Xietao

  • Posts: 725
Is for a Platformer Type Game? :)
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Uuemaich

  • Posts: 52
Just need to figure out how to detect when an actor stops colliding.

« Last Edit: April 09, 2012, 01:32:12 pm by Uuemaich »

Ryusui

  • Posts: 827
Try "if <not <(collision check)>>".
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rob1221

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  • Posts: 9473
Make a boolean attribute.  At the end of "Always", set it to false.  Under the collision wrapper (when the right conditions apply), set it to true.  The collision wrapper will execute before "Always" every time, so if the boolean is false at the beginning of "Always", then there is no collision for that frame.

Uuemaich

  • Posts: 52
Make a boolean attribute.  At the end of "Always", set it to false.  Under the collision wrapper (when the right conditions apply), set it to true.  The collision wrapper will execute before "Always" every time, so if the boolean is false at the beginning of "Always", then there is no collision for that frame.

Dude, it worked! I love you! And thank you, I didn't know collisions shot off before "Always".