NOT TRUE all you have to do is make a new sensor that's as big as how far away you need it to be from the backdrop and say when the big sensor collides with/ is overlapping a backdrop do this.... if you don't understand that i will be more clear and post an example.
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.
i did think of this method but I wanted to try to go for a different method, one that could compare the amount of pixels an object is away from a backdrop. Oh well, Ill do it the other way. Thanks for your input guys .
Originally Posted by monkeytherat NOT TRUE all you have to do is make a new sensor that's as big as how far away you need it to be from the backdrop and say when the big sensor collides with/ is overlapping a backdrop do this.... if you don't understand that i will be more clear and post an example.
That's fine if you only want to check for ANY background object, but not a specific object (that's what I thought he meant).
couldn't you just use the collision mask? I.e. collision mask point X right of player + 10 = obstacle, then do such and such? Play around with it, in conditions it's under the frame icon.
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Originally Posted by xXBlazefirelpXx Where do I actually got to test the Y pixels of an object close to an backdrop?
You DON'T.
Thats what people have been trying to tell you.
Just use a sensor/collision mask like everyone has been saying. If you need multiple distances (10 pixels, 15 pixels, etc.) you could get really, really creative with scaling.
Make a sensor and when the sensors alterable value Collision = 1 Set the Action alterable value to 7. 7 = about to land on the floor standing. It's for a sonic engine if it helps .
you can make an active object that follows your player on x axis, like a detector, but y axis is always falling on the backdrop beneath player. Then when you need to compare value just compare Y player and that object.
I say again, if you don't want a separate active and you're only testing if there is a collision on the backdrop, why don't you use the collision mask?
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