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Scott S

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  21/03/2008
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5th July, 2009 at 18:58:19 -

So I'm using the PMO for a game I'm making. You all know how it uses backdrops for collisions, right? Well I was wondering if I could also use actives for obstacles.

The character and bounding box both have a bouncing ball movement set to 0 speed, randomization, etc. So I set >Bounding box overlaps active
+ Bounding box stop
+ Selected object overlaps object (PMO)

And for some reason its not working. Personally I'm pretty stumped here. Any help is greatly appreciated.

 
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MrPineapple

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  14/10/2008
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5th July, 2009 at 19:42:23 -

to my knowledge you need to put your collision actives in a group and have the PMO's object collide with the group... i really had trouble with this too to be honest. in fact i havnt actually totally sorted it yet!

 
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Scott S

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  21/03/2008
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5th July, 2009 at 19:48:14 -

Hmmm tried that. Does it have to be a specific group or can it be one of the extra ones that look like trash cans?

 
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mojofltr



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  12/01/2005
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5th July, 2009 at 19:57:25 -

Try something like this (where "active" is your character and "active 2" is the active object that you want to treat as an obstacle).


1) Start of Frame
...(Platform Movement object) : Set object to (active)

2) (Platform Movement object) : Test for obstacle overlap
(Active) is overlapping (Active 2)
...(Platform Movement object) : Selected object overlaps an obstacle


 
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Jon Lambert

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5th July, 2009 at 21:17:13 -

What fojomrtl said is exactly what I'm doing for my Tops the Pig 2 remake, and it works fine.

 
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Scott S

Heavy Metal

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  21/03/2008
Points
  51

Wii Owner
5th July, 2009 at 21:39:26 -

Thanks dude. Now let me go try it out!

Edit: YES! It works quite nicely, thanks a lot.

Edited by Scott S

 
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