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Sumo148

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16th September, 2009 at 21:53:48 -

This is for my assassination game. I still haven't figured out how to do collisions in a top down environment. Usually I would create four actives as detectors and place them around my player, then test to see if they overlap a wall, but this doesn't work since I'm using 360 degree shooting.

I'm using the advanced direction object form my 360 degree shooting. When I try to position the detectors (like top of active/left of active) the positions get screwed up because of the angles of the player. I tried removing the rotation once and then testing the collisions, but it still didn't work

The detectors are UNDER my player. The wall is an active (thats in a qualifier) and its UNDER the detectors. I have the code set up like this:

+Right Detector is NOT overlapping group.1 (wall)
+User held down "D" key
-Add 4 to player's X position

Why doesn't normal collision work? How can I get it to work with 360 degree shooting? Please Help Me!

 
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Don Luciano

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17th September, 2009 at 11:17:46 -

Are the walls and detectors on the same layer? If not they should be. And you don't need to rotate the detectors.
Unless you use car like movement. Walking forward only if he is looking in that direction.

Edited by Don Luciano

 
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Sumo148

Super amazing fantastic user

Registered
  26/01/2009
Points
  530

360 OwnerThe Cake is a LieVIP MemberPokemon Ball!I am an April FoolI donated an open source projectSanta Hat
17th September, 2009 at 19:25:57 -

wow, you were right! My wall object wasn't on the same layer as my detectors How could I miss something so simple. Thanks Don Luciano!

 
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