Global or Local Collision help

I am having difficulty broadcasting a local collision.

Here is what I am trying to do. When my ship crashes on the ground, I want a crater to appear on the ground.

I have a global collision listener on the ground and then I am trying to pass the x coordinate of the collision to the function that spawns the crater graphics.

My listener is on the ground and on the crater now. Anyone has an easy way to do this? Please consider that I need to spawn multiple ships and multiple craters accordingly. Thanks

[import]uid: 8192 topic_id: 1836 reply_id: 301836[/import]

I had some trouble when I first tried to set up collision detection. The issue for me was in the initialization of the physics bodies - their types and attributes.
Without knowing how you have your code set up, I suggest checking the definition of the physics bodies when you create them, make sure at least one of the body types is “dynamic”, and that your listening is working. [import]uid: 6259 topic_id: 1836 reply_id: 5591[/import]

Assuming you’ve got collisions working already (see NeoBlargg above), it sounds like all you need is a collision listener inside each ship. On collision, it can send that ship’s current x-coordinate to a function that draws the craters in the appropriate position.

So I don’t think you need a listener in the craters or ground at all, if I understand your case correctly. [import]uid: 3007 topic_id: 1836 reply_id: 5619[/import]