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Message
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slepren
Registered 10/03/2005
Points 33
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23rd July, 2009 at 03:29:11 -
I've setup active objects as doors and used both the door qualifier and the object itself in the code(not at the same time i.e. - "player" overlapping "door.qualifier"). I've also been setting Global val A to 1 on an overlap to send the player to the next frame when the value is equal to one. This works fine except the code freezes until the user lets go of the d-pad and then it sends you to the proper frame. When trying to overlap the "player" at a horizontal door it does nothing unless I make the player jump on top of the "door". And when I say "door" I mean just an open space. I'm basing the engine from Davidn's fastloop tut. I'm not sure how to alleviate this.
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[DELETED] Likes to put dots on paper
Registered 08/12/2008
Points 118
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23rd July, 2009 at 09:09:08 -
I'm not sure why you need a fast loop to create a door that sends you to a different level?
If this is as simple as it sounds, a simple "Player collides with door" and "Change frame" should suffice.
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OMC What a goofball
Registered 21/05/2007
Points 3516
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23rd July, 2009 at 16:32:15 -
Perhaps I missed something... but I don't think he's using a fastloop for the doors...
I think it might be a conflict with coding. We'd probably have to see the source to make sense of it. Try using collision rather than overlap, but I doubt that will help.
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slepren
Registered 10/03/2005
Points 33
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23rd July, 2009 at 21:30:31 -
You are exactly right OldManClayton. I tried not using global values but the same thing happened. I also used "on collision" and nothing happened for the horizontal doorways. I'm not exactly sure what portion of the code to show you. This same side effect happens in a tut entitled "between frame scrolling". I'm using MMF2 if that helps.
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slepren
Registered 10/03/2005
Points 33
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1st August, 2009 at 09:28:11 -
Here's the code...to reiterate I can't figure out why the frame freezes with the active object door sensor. Also, I can't for the life of me figure out how to make the character crouch or look up.
+ Grav("Player") < 10
-> Set Grav("Player") to Grav("Player") + 0.5
+ Grav("Player") <> 0
-> Start loop "gravity" ABS(Grav("Player")) times.
+ Player presses Fire 2
+ JumpCount("Player") = 1
+ Grav("Player") > -10
+ Grav("Player") < 10
-> Set Grav("Player") to -6
-> Set JumpCount("Player") to 0
+ Player presses Fire 2
+ Detector is overlapping a backdrop
-> Set Grav("Player") to -9
-> Set jumpcount = 1
+ Player presses Fire
+ Detector is overlapping a group 0
-> Set Grav("Player") to -9
-> Set jumpcount = 1
+ On loop "gravity"
+ Player is overlapping group 0
+ Grav("Player") > 0
-> Set Y position of Player to Y("Player")-1
-> Set Grav("Player") to 0
-> Stop loop "gravity"
-> Set jumpcount = 0
-> Set detector at 1,1 from "player
+ On loop "gravity"
+ Grav("Player") > 0
-> Set Y position of Player to Y("Player")+1
-> Set detector at 1,1 from "player
+ On loop "gravity"
+ Grav("Player") < 0
-> Set Y position of Player to Y("Player")-1
-> Set detector at 1,1 from "player
+ On loop "gravity"
+ Player is overlapping an obstacle background
+ Grav("Player") > 0
-> Set Y position of Player to Y("Player")-1
-> Set Grav("Player") to 0
-> Stop loop "gravity"
-> Set jumpcount = 0
-> Set detector at 1,1 from "player
+ On loop "gravity"
+ Player is overlapping an obstacle background
+ Grav("Player") < 0
-> Set Y position of Player to Y("Player")+1
-> Set Grav("Player") to 0
-> Stop loop "gravity"
-> Set detector at 1,1 from "player
X Repeat while player pressed fire 2
+ "Grav" < 0
-> Set "player" "Grav" +0.7
I'm not sure if this code will help if not I can post more. This is really driving me crazy.
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