Collision mask for beams?
What's the best way to apply a collision mask to bullets, or 'energy beams'?
Since the beam graphics I'm using are rather large, simply using "beam overlaps backdrop / destroy beam" prevents it from going through small spaces, and brings up other quirks as well. I was thinking of using a square or rectangular object as the collision mask for each beam, but due to varying beam sizes and shapes I figure it would be a hassle in the long run. Thanks!
Re: Collision mask for beams?
If you're only using one animation frame (or handling animation manually), you could always make an extra frame that's changed back before the end of the event list, which contains the collision mask.
Re: Collision mask for beams?
Ohh yeah, "built in collision mask". Forgot about that one. Now if I can find that example..
Re: Collision mask for beams?
Hmm I can't find the example on how to do built in collision masks, and I totally forgot how it's done. Would someone mind running through it? Also some of the beams do have multiple frames, how would I get around that? Would I just have to match the frames to a variable and go from there?
Re: Collision mask for beams?
Always: Store current frame in alt value, Set anim frame to collision mask
Colision: blah
Always: Set anim frame to alt value, Animation sequence restore, animation frame restore (maybe might need to swap the last two)
;)