Thanks signaljacker! Thanks calebbennetts Thanks so for much for the capx examples! They've really helped me think about this in the correct way. I knew I had to differentiate between going left and right. That and "Set Angle" was messing up my player collisions I think. I've got my code working now too so here's another example on how to replicate a zipline! Capx below! It's not as elegant as yours but it gets the job done too. This one has some instance variables that set the angle, speed and time of the zipline and player.
I've run into a problem with my zipline. You can see it towards the end of the gif above. I guess I might not run into it with signaljacker's zipline. But how do I differentiate between the different instances of the zipline I collide with?
So I've started creating the Donkey Kong Country cannon barrels <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> How do I set the bullet angle of the player with the angle of a rotating barrel? Take a look at this gif. I don't have the angle of the barrel correct and I'm blasting myself into the ground. Another more complicated question. How do I get it so that the player actually has to jump into and have a portion of his body overlapping with the barrel to "enter" the barrel? Right now, the numbers of the overlap offset confuse me.
One more thing! I'm also trying to create a rollercoaster-type zipline that moves the player from point A to B (B would be the last point on the path). Here's my attempt. I'm trying to do it without any additional plug ins or behaviors. For now at least. After a bunch of research on the forums, I think I've come up with the easiest solution. I can't get it to work reliably though. What would be the best way to create this effect? Would it be easier using the Rex Spline plug in behavior? Anyway, thanks for all the help folks!
https://www.dropbox.com/s/ti6m8ohmtcms2 ... .capx?dl=0