Collision glitch

fishZombiefishZombie Member, PRO Posts: 46
edited March 2013 in Tech Support
something happened with one of the newer releases of GS.
I was using Collisions as a means of detecting other objects.
I would have ObjA Drop a circleObj. That CircleObj (starts at size 10x10) would use INTERPOLATE to grow bigger (Interpolate SizeX&Y to 200 over 1 second), and then do something when it touched another obj.
It's like a Submarine Ping. The ping grows until it touches something, or until it's size is over 190, then it dies.
This is not working any more.
Interpolate SIZE is working exactly like CHANGE SIZE behavior. It only uses it's original collision size.
If I shoot a bullet, and it hits the wall, it dies.
If I GROW the bullet from it original position, it will never die. It used to.
I also found that if I try to trick it, it gets even more broken.
If I create an attribute called SizeXY, and constrain PingObj.size.Width to SizeXY, and then interpolate the SizeXY Attribute, it will never collide with anything. It will think it has a size of ZERO, even if the attribute SizeXY grows to 500.
Right now, my solution is to use a Timer. I can set the timer to Every 0 seconds/Change Attribute Self.Size.Width to Self.Size.Width+5 (or *1.1)

It seems game salad needs it to be a solid value for it to detect collision, now.
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