[REQUEST/EXAMPLE] Per instance collision filtering

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Post » Wed Jul 13, 2016 10:27 am

But if you have an action that says "for this instance, ignore solids", won't it then fall through the floor if it's standing on a solid? It sounds like the only way is to say "for this instance, ignore solids of <family>".
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Post » Wed Jul 13, 2016 11:39 am

Ashley wrote:But if you have an action that says "for this instance, ignore solids", won't it then fall through the floor if it's standing on a solid? It sounds like the only way is to say "for this instance, ignore solids of <family>".

@ashley Yes, exactly, this way you can create, as I did in the example, sets of stairs that when you walk under, the stairs become un-solid and when you land on, they become solid, just like an angular jump-through; the difference being that now enemies and even other players would be able to use the stairs as well; at present, if the player is walking under the stairs, the stairs are non-solid, and if the player is on the stairs, the stairs are solid. This action would allow the enemies and multi-players to interact individually with the stairs.
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Post » Wed Jul 13, 2016 2:39 pm

@Zebbi , this still needs some tuning, but the basics are there.
Is this what you want to do?
Yes, i know, it is just a workarround for probaly only the this specific capx. Still hope it brings you to somewhere else then a status quo.

https://drive.google.com/open?id=0B1SSu ... 3RYeTdfZUk

@ashley, if you would like to take a look, mayby this shows you the purpose of what is asked. On the other hand i understand that is the same question as 'Can we plz have private obstacle maps?'. Wich i doubt is possible.
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Post » Sat Jul 16, 2016 8:36 am

99Instances2Go wrote:@Zebbi , this still needs some tuning, but the basics are there.
Is this what you want to do?
Yes, i know, it is just a workarround for probaly only the this specific capx. Still hope it brings you to somewhere else then a status quo.

https://drive.google.com/open?id=0B1SSu ... 3RYeTdfZUk

@ashley, if you would like to take a look, mayby this shows you the purpose of what is asked. On the other hand i understand that is the same question as 'Can we plz have private obstacle maps?'. Wich i doubt is possible.

Hmm, seems that the "enemies" are still controlling the overall global solid on/off, which is causing the problems where you can bash your players head against the bottom of the stairs sometimes, you fall off sometimes and you don't always walk under them properly, what was the workaround you implemented?

Private obstacle maps isn't really what's needed I don't think, just individual object flags for solids.
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Post » Sat Jul 16, 2016 3:37 pm

No global solid on/off controlling in what i tried to do. Because thats the cullpritt.
Just using a jumptrough that is not gooing to the bottom, jumping the enemys on it automatical.
Player had to press up key allready to acces the stairs, just extending that.
Yes player jumps against the solids, sorry i hurt his head.
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Post » Sat Jul 16, 2016 5:52 pm

99Instances2Go wrote:No global solid on/off controlling in what i tried to do. Because thats the cullpritt.
Just using a jumptrough that is not gooing to the bottom, jumping the enemys on it automatical.
Player had to press up key allready to acces the stairs, just extending that.
Yes player jumps against the solids, sorry i hurt his head.


Yeah, that's why we need @ashley to confirm that he understands exactly what is needed and whether or not it's possible to implement or if we'll have to always rely on community hacked behaviour files to do this properly.
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Post » Mon Jul 18, 2016 12:20 am

@Zebbi You want to ignore specific solids with the platform behavior right?

Construct classic had this feature and it had ignore list actions.

I made an example of what you want here: http://s000.tinyupload.com/index.php?fi ... 8541791130

The example I posted requires construct classic to open. Is this the type of feature you want in construct 2?
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Post » Mon Jul 18, 2016 6:01 pm

JackieChan wrote:@Zebbi You want to ignore specific solids with the platform behavior right?

Construct classic had this feature and it had ignore list actions.

I made an example of what you want here: http://s000.tinyupload.com/index.php?fi ... 8541791130

The example I posted requires construct classic to open. Is this the type of feature you want in construct 2?

Yeah, because this way, when any character is under the stairs or I randomly decide for a NPC to not go upstairs (to add variety) I can just add and remove them to and from an ignore list. This would be clearly the simplest way of getting this working.
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Post » Sat Jul 30, 2016 6:07 pm

This would for sure be a great official feature!
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Post » Tue Aug 09, 2016 12:11 pm

ruskul wrote:This would for sure be a great official feature!

It certainly would be since @ashley isn't too impressed with official plugin modifications!
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