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en kerro



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30th December, 2005 at 07:14:09 -

Could someone post an example of worms-type ninja rope..? I tried myself, but it was a miserable failure! Please... does anyone know how to make it?

 
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Windybeard Games



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  14/04/2005
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You've Been Circy'd!VIP MemberCandy Cane
31st December, 2005 at 02:50:14 -

sadly i dont but i know its a complex calculation using geomitry etc. Have you tried doing a search?

 
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Klikmaster

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31st December, 2005 at 18:54:45 -

There is a swing object you could use if you have mmf. If not you'll have to code it yourself using trigonometry. You could also use the drawline extension to do the actual rope.

 
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Noyb



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31st December, 2005 at 18:56:12 -

Drawline's pretty buggy. Maybe stretching an Alpha Channel Object would work better?

 
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axel

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Game of the Week WinnerYou've Been Circy'd!
31st December, 2005 at 19:50:57 -

Or the overlay object? It can draw linez.

 
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en kerro



Registered
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31st December, 2005 at 23:05:33 -

I use TGF... and I don't know how to use those extensions or trigonometry.. If someone knows the code how to make it, or has an example, please post it to me...

 
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Klikmaster

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1st January, 2006 at 12:19:34 -

Lol I knew someone was going to say drawline is buggy Overlay should do fine for that

 
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Nothing, Ok?



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1st January, 2006 at 14:36:12 -

Ask your mathteacher. They like if you like math.

 
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en kerro



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1st January, 2006 at 16:35:10 -

I'm not going to ask my math teacher for this!!

 
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ben mercer

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  11/07/2004
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1st January, 2006 at 17:56:07 -

you need objects

player
rope source

(and the advanced direction extension object)

you need values

angvel
angle
length
gravity
player speed

when the player first uses the rope
-set angle to angle between player and rope source
-set angvel to 0

always
-set angvel to angvel + gravity * cos(angvel)
-set angle to angle + angvel
-set x position of player to x(rope source)+cos(angle)*length
-set y position of player to y(rope source)+sin(angle)*length

collision between player and a backdrop
-set angvel to angvel*-1

Right arrow pressed
-set angvel to angvel + player speed * sin(angvel)

Left arrow pressed
-set angvel to angvel - player speed * sin(angvel)

I should think that will work, i didn't try it, but mess it about and it should work at some point.





 
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Nuutti



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1st January, 2006 at 18:11:31 -

That should work somehow, but then what when the rope collides with ground and needs to be bended :S I cant help anyway, sorry.

 
P.S. sorry for my mangled english.

axel

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Game of the Week WinnerYou've Been Circy'd!
1st January, 2006 at 18:49:45 -

wtf i think Phizzi shud maek a extendjun for this lol k

 
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Hernan



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  04/03/2003
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VIP Member
1st January, 2006 at 20:28:29 -

Ben mercer, you really make it sound easy. I've been working on a ninja rope for a couple of weeks and it sure is a bitch. Especially the collision part acutally, but I almost got it now.
BTW, it's actually
always -> set angvel to angvel - sin(angle)/length, the gravity variable is not needed since it's a constant. The rest is correct I think.

Oh, and if you're using TGF, Perttu Tuovinen, you might as well give up. Working with geometry in TGF plain stinks, the advanced math object is really buggy, and I don't think there are other objects that can do adv. math very well.

 
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en kerro



Registered
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Points
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2nd January, 2006 at 13:44:05 -

I use TGF. And I just have to try that
because I want ninja rope for my game...

 
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en kerro



Registered
  21/10/2004
Points
  578
2nd January, 2006 at 15:31:25 -

I use TGF =>no advanced direction object for me. What shall I use?

+How to do this: set angle to angle between player and rope source

Image Edited by the Author.

 
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