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Ski

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Candy Cane
11th May, 2005 at 19:20:25 -

Hi people, ive been learning how to use the PMO and its great! but, when i collide with vertical walls n turn around, my character kinda gets stuck then moves along the back drop object. Do i still need left n right detectors for when he collides with vertical surfaces? thanks DD

 
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Zane



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11th May, 2005 at 20:16:25 -

No.
Post up yer code.

 
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Ski

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Candy Cane
11th May, 2005 at 21:15:59 -

its the code given in a tutorial on this site... very simple..

um...

Test to see if PMO is overlapping backdrop
+ Character is over lapping backdrop

Pmo- Character is over lapping backdrop.

As u can see im crappy at programming, and writing up codes! Im alot better at the graphics side of things...

 
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Ski

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Candy Cane
12th May, 2005 at 04:11:20 -

so can anyone help? It also happens when im under a platform, the character just sticks to the background obstacle.

 
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»xerus



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12th May, 2005 at 05:18:01 -

I think I know what you're talking about. Your character is running towards the wall, then turns around and hits the wall (this was my case.) The character then gets stuck in the wall, and gets pushed in and up until hes free. Its rather annoying. Perhaps you can use the move safely extension to push the character out?

 
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Nuutti



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12th May, 2005 at 05:54:46 -

To prevent it from going upwards on an ocstable when turning, you have to make the player/whatever object that is controlled so that it is symmetrical, that if it turns, no part of it can hit the ocstacle... I think i can't explain it very well.:

W=wall P and R=player

WW PPPPPPPRR
WW PPPPPPP <- here the player is going towards the wall
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP

in that picture if the player goes towards the wall and turns right, the R parts of it will collide the wall. So do it kinda somehow this:

WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP
WW PPPPPPP

you see, it's gotta be symmetrical... so no part of it will collide to the wall.
you can also do so that there is an invisible object as the actual moving object, and another good looking one just for layout...
hope you understand.

 
P.S. sorry for my mangled english.

Assault Andy

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12th May, 2005 at 06:09:27 -

Make sure you are using a detector the same size as your player rather than your actual player. For example if your player is 32x64 standing up, make sure you create a new active object also 32x64 and fill it with a colour. Next make sure that the PMO's object is this active and that your player's position is always set to this active.

 
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Ski

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Candy Cane
12th May, 2005 at 07:45:55 -

Xerus- thats exactly it!

Nuutti- didnt understand!

Assault, thanks ill try that!!!

 
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Nuutti



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12th May, 2005 at 12:06:53 -

Yes i guessed you dont understand..

 
P.S. sorry for my mangled english.

The Chris Street

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12th May, 2005 at 13:29:50 -

No no no no NO! You don't need any detectors.

All you need to do is check the "Collision with box" option in the obstacle properties. Thats it.

Of course, you need to set the PMO to a square hidden detector, and then always position the actual player on top of that detector.

Image Edited by the Author.

 
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Ski

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Candy Cane
12th May, 2005 at 17:37:38 -

Circy... Calm down dear its a commerical. yes!!! ALAS! ive just done that and it works! ive actually just successfully created an okay platform movement (with the help of PMO of course) But it works n its sucessful! thanks guys im very happy right now. Although my miserable looking face hasnt the will-power to show it.

 
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David Newton (DavidN)

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12th May, 2005 at 18:11:55 -

Are you sure you're using "Alas" correctly?

 
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Ski

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Candy Cane
12th May, 2005 at 19:28:41 -

haha i know. i mean to put at last, but being a pirate its a bad habbit u know.

 
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Radix

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12th May, 2005 at 20:13:17 -

Pirates say 'avast,' you idiot. 'Alas' means 'unfortunately/oh no!'

 
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Ski

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Candy Cane
12th May, 2005 at 20:18:43 -

radix. shut up.

 
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