If the bucket is always associated with the same gate then simply pick object by UID. It can't really go wrong : D
Are you actually able to access more than one gate and/or bucket at the same time? If not, then I don't think any of this is needed. When items collide with a bucket you add numbers to an instance variable for the bucket and then enable gate opening.
Something like on collision with another object, increase friction
The way I would do this is with the physics behaviour. Gravity drop stuff is all within that. I think it's fairly basic, just adjust the settings and have a play around : D
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I think you can only choose numbers or strings. Using actual objects might not work, you may have to relate choose(1,2) to the different anims which kinda comes back to my original post.
Create Object
Sub Event : Cond: Var = 0 Set Animation "Muzzle 1"
Sub Event : Cond: Var = 1 Set Animation "Muzzle 2"
Arcosta arontwose
Yeah go with this idea. Much less stuff required than mine. neat! : D
Just use the logic you are using for assigning to slots and say that when item is dropped, if not occupying a slot, set position to inside circle.
Put the object with a specific UID as a condition. For example :
Every Tick
Cond: Pick object with specific UID
Destroy Object
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Ah I see what you're saying now. Don't use the bounce off solids method. Fair enough : P
Add Event > On Mario Colliding With Another Object
Condition : BlockObject > Pick by unique ID
Add Action > Spawn Coin At Co-ords
Member since 5 Aug, 2013