rob1221,
Yup I thought the same as you. I thought maybe the recycled actor was remembering the attribute "HasCollided" was set to True and that's why it wasn't colliding but unfortunately it is not. I had already tested it by setting the "HasCollided" back to false and got the same exact results.
I tried setting "HasCollided" before the "new" actor is created and when the "new" actor is created. Neither worked, and both together did not work.
I think it is safe to say that Recycled actors in simple actor mode lose their collision boxes. This, I would think, is a pretty big problem especially if you want to create a "bullet-hell" type shooter where you have a tremendous amount of actors on screen at once.
Having those actors set to normal would collide just fine but your frame rate would drop drastically. So the logical conclusion would be simple mode and killing the actor. But as you can see the recycled actors do not retain collision bounds (I think). Using the workaround to offset the "used" actors offscreen would (I think) eventually be costly. That is if you have long lasting levels.
In the Blockade game I made I initially had actors set to normal and the game would slow to a crawl when a certain amount of actors were on screen. Depending upon your computer's hardware/software this can happen sooner or later. My laptop handled it fairly nicely but my office computer and my student's computers could not handle it at all causing me to stop my tutorial mid class.
I eventually found the issues I mentioned above and the workaround and have since finished making the blockade game using simple actor mode. It runs beautifully as long as I move those actors off screen and not kill them. The funny thing I have noticed with all this is that the recycled actors who have code dictating their collision are the ones who lose collision.
For example: In my blockade game my arrow actor(s), whom I must move it off stage, has the collision code. All the other actors that it can collide with can be killed and recreated (recycled) at the start of a new level/round and when the new arrow actor is created (not pulled from the recycled pool, because I did not kill the last one but moved it off stage where it sits suspended) the collision code is functioning when it collides with the other recycled (codeless) actors.
I have posted the actual file and log reports in a thread in the Bug forum if you would like to check it out.
http://community.stencyl.com/index.php/topic,35490.0.htmlThanks for your time.