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Jon C-B

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27th February, 2011 at 18:45:39 -

So im trying to make spinning buzzsaws and im using the set angle to angle of buzzsaw -5. But i think because of this the player gets by empty space. Does transparent space become part of the object when it is rotating or something?

 
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Pixelthief

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27th February, 2011 at 19:25:58 -

The collision mask of an object rotates with it.

 
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Jon C-B

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28th February, 2011 at 01:07:28 -

yea thats what i was trying to get at. Is there a way to stop that?

 
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Jon C-B

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1st March, 2011 at 22:32:01 -

Does anyone know how to stop the collision mask from rotating aswell?

 
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Don Luciano

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1st March, 2011 at 22:38:28 -

You can't stop the collision mask from rotating, you can either create another object and stick it on sawblade to use for collision mask.

or uncheck: use fine detection ; that would force the object to have box collision based on his x,y size.

 
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nim



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5th March, 2011 at 06:08:28 -


Originally Posted by Jon C-B
Does anyone know how to stop the collision mask from rotating aswell?



How about storing the current angle or the rotating sawblade in an Alterable Value? Then checking the collisions and reverting the sawblade back to what the user sees before the screen is updated. No time to make an example but I hope this makes sense:

Event 1:
Set angle of (sawblade) to 0
Set animation to (collision mask animation or whatever)

Event 2:
Check for collisions between (sawblade) and (player)

Event 3:
Set animation to (default sawblade animation)
Add 1 to Alterable Value A (sawblade)
Set angle to Alterable Value A

 
//

UrbanMonk

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5th March, 2011 at 16:16:01 -

Boom! Nim's solution should work.

Another idea would be to just store the rotations as an animation. Open the animation editor, right click on the first frame and select rotate.

 
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