How do I disable two solids colliding eachother?

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Post » Tue Sep 20, 2016 10:36 am

Hi. I've been trying to fix an issue with two enemies for a while and I couldn't came up with a decent solution.

I have two solid brick enemies, one with goes up and falls down to the floor with platform behaviour gravity. I use move to to get it up again. On collision with solid stop move to and activate platform for the falling. On land activate move to.

The one one uses ZigZag behaviour and it goes left to right (or right to left). On collision with the tilemap turns direction.

I need to use solid on both enemies in order for these AI events to work. Now when both collide eachther they start draggin eachother around the layout. I tried stuff like on collision with eachother, overlapping eachother, etc disable collisions, but there's always a tiny dragging.

How would you fix this ?
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Post » Tue Sep 20, 2016 11:39 am

Do the enemies have to be solid?
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Post » Tue Sep 20, 2016 12:23 pm

plinkie wrote:Do the enemies have to be solid?


Yes they do, because I use the solid behaviour to make the triggers, the mechanics and the "feeling". I tried without solids and I can't achieve the same effect.
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Post » Tue Sep 20, 2016 1:04 pm

If you use your method but have a slightly larger non-solid sprite around the enemy object that you use for collision detection do they still drag?
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Post » Thu Sep 22, 2016 2:03 pm

plinkie wrote:If you use your method but have a slightly larger non-solid sprite around the enemy object that you use for collision detection do they still drag?


I dont understand what do you mean
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Post » Thu Sep 22, 2016 2:10 pm

I would use traffic rules. Say the fallling one always has right of way. Then the zigzag one needs to change direction when overlapping the other one at an offset (6 pixels ?).
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Post » Thu Sep 22, 2016 3:06 pm

99Instances2Go wrote:I would use traffic rules. Say the fallling one always has right of way. Then the zigzag one needs to change direction when overlapping the other one at an offset (6 pixels ?).


Yeah I can't do that. Both need to follow their path.
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Post » Thu Sep 22, 2016 3:53 pm

Well this plinkie's working solution.

https://www.dropbox.com/s/m4tfbymxs7ylc ... .capx?dl=0

But then again, the solids have no use now. I suppose the player can jump on the moving parts. With this (and basically any other solution to archive this with solids) the player will fall trough them when they overlap.
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Post » Thu Sep 22, 2016 5:24 pm

99Instances2Go wrote:Well this plinkie's working solution.

https://www.dropbox.com/s/m4tfbymxs7ylc ... .capx?dl=0

But then again, the solids have no use now. I suppose the player can jump on the moving parts. With this (and basically any other solution to archive this with solids) the player will fall trough them when they overlap.


They still get stopped on collision sometimes if you notice
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Post » Thu Sep 22, 2016 6:18 pm

They do ? Then it runs at a low FPS at your place ? Make the sensors bigger?
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