Physics Objects Bouncing

Hey everyone this is my first time posting on the forums. We are almost done with our first game and i am having a little problem that i cant seem to find a solution to. The game is an angry birds type game with physics objects that can be destroyed. The physic object gets hit and the object gets destroyed, play animation, sound, displays score, and adds scores no problem. The only problem i am having is that i want the “bullet” to hit the physics object and destroy it then continue on to the next one with some velocity lost, pretty much how angry birds has it. Currently it hits the object then bounces off, like i said its getting destroyed and all that good stuff. I am using postCollision for a listener because i wanted to destroy or damage the objects based on how hard the bullet hits the object. I am assuming this could pose a problem for what i want to do.

currently around 70k lines of code so if you need some code i can sift through it and find something that could help, but i was hoping there was a simple fix. Thank you in advance for your help! [import]uid: 126161 topic_id: 21731 reply_id: 321731[/import]

You will need to turn the objects into a sensor. This will allow your player to continue on. physics.addBody( yourObject, “static”, { isSensor = true } ) Then you will need to use collision instead of postCollision. In your collision function on your player you can check what object he hits and apply more or reduce force of the players movement. You can probably just turn your postCollision into a collision function with some minor changes and it should work. If your still having issue post your postCollision and we can help more. [import]uid: 80890 topic_id: 21731 reply_id: 86323[/import]

That worked great for floating objects like balloons that dont really interact with other objects. But it does not work well for objects that have to interact when hit, i.e. two pieces of wood that hit each other after being hit with a bullet. Also as far as postCollision goes, i am to the understanding that u can only get the event.force of the bullet at impact with postCollision, not just collision. that being said, here is part of my post collision script. As you can see its the event.force
[lua]–WOOD
–Score and destruction props for anything with the wood name
if self.myName == “wood” then

–destroys the stone and awards points if enough force is applied
if event.force > woodForce then
local woodPoint = math.round(event.force) * 300

if woodPoint > 1200 then
woodPoint = 1200
end

mainGame.scorePop ( self, woodPoint, 0, 0, 0 )

local newScore = _G.score + woodPoint
_G.score = newScore
audio.play (destroyWood)
setScore ()
self: removeSelf ()[/lua]

so its choosing to destroy or not depends on event.force so there is pretty much nothing i can do to make it pass through if event.force is high enough because event.force is after a collision happens is there? [import]uid: 126161 topic_id: 21731 reply_id: 86332[/import]