Problem Description
The platform movement is in desperate need of an event that disables collision filtering to allow for individual instances of an object using the movement to react differently to solids. Disabling/Enabling solids for an object is a global change of the solids state, rather than an objects "interpretation" of the solids state.
Attach a Capx
https://www.dropbox.com/s/3ezha00yp7da5 ... tairs.capx
Description of Capx
Shows a demo of a staircase with enemies, the player and the enemies all using the platform movement.
Instead of "stairLtoRup" > Set Solid Disabled, I need an event that says: "PlayerObject" > Disable Collision Filtering that works per instance (so, if there's multiple enemies with platform movements, they can each have their collision filterings disabled, and it won't affect the other enemies of the same object.
Also, this example could be written so that collisions are only detected if certain conditions are met, in which case this example could be written in reverse so that collisions only come on rather than off if certain conditions are met
Steps to Reproduce Bug
- Move player with arrow keys
- Jump off/fall off stairs to ground
- Notices how enemies react differently to the stairs depending on the players state.
Observed Result
The staircase's state changes to accommodate the player, whereas the players reaction to the stairs should only affect the player and not the other platform movement objects.
Expected Result
I would like to have instead of "stairLtoRup" > Set Solid Disabled, I need an event that says: "PlayerObject" > Disable Collision Filtering that works per instance (so, if there's multiple enemies with platform movements, they can each have their collision filterings disabled, and it won't affect the other enemies of the same object.
Affected Browsers
- Chrome: (YES/)
- FireFox: (YES/)
- Internet Explorer: (YES/)
Operating System and Service Pack
Windows 7 Sp3
Construct 2 Version ID
r224