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KevinHaag



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4th June, 2006 at 03:27:14 -

does anybody know how i can make it so when you press left and right a line will do a perfect transition from one side to another?
like this:

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Silveraura

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4th June, 2006 at 06:52:24 -

Are we talking with 360 or MMF's 32 angle? Not sure of the answer, but this might help is someone who could help, knew.

 
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4th June, 2006 at 09:39:27 -

Use sin and cos stuff... Something.

 
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4th June, 2006 at 11:47:53 -

Why direction calculator?
While pressing right and not facing right: direction = direction - 1
While pressing left and not facing left: direction = direction + 1
Is a better solution

 
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Hernan



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4th June, 2006 at 11:52:55 -

If you mean, you don't want to use the (ugly) 32 dir from active objects, then just use an active picture.

 
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4th June, 2006 at 12:36:18 -

Or Alpha Channel Object.

 
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KevinHaag



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5th June, 2006 at 01:55:53 -

i have TGF not MMF

 
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5th June, 2006 at 06:47:52 -

Yeah this is easy enough. On pressing a direction, set an alterable value of that object to the numerical value equivalent to that direction (right=0, up=8, left=16, down=24). Then compare the current direction to this value and rotate towards it in the direction that would take it there closest, either with a couple of events or the Direction Calculator extension.

 
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KevinHaag



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5th June, 2006 at 23:57:54 -

can someone post a .GAM example file? This is the first time I've looked at TGF in months and months and I have forgotten how to do alot of stuff...

(i've bin too busy working on my portable gamecube)

 
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6th June, 2006 at 00:03:36 -

I've got an engine I never finished somewhere that does this, but I don't have TGF anymore, sorry.

 
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KevinHaag



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6th June, 2006 at 02:26:08 -

Well does any body have an engine or example .GAM file or can make one that does what I'm asking?

Thanks

 
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6th June, 2006 at 03:32:42 -

Here's a method that uses the direction calculator. My version did it without any extensions, but I can't be arsed remembering how exactly:

Keyboard: pressed right
---Active: set alterable value A to 0

Keyboard: pressed up
---Active: set alterable value A to 8

Keyboard: pressed left
---Active: set alterable value A to 16

Keyboard: pressed down
---Active: set alterable value A to 24

[Do the same thing for diagonals if you like]

Direction("Active") <> Alterable Value A("Active")
---Direction Calculator: rotate Active towards direction Alterable Value A("Active")

There, easy. Pretty sure that would work. For the actual movement of Active, either use a custom movement or always set Active to the position of an invisible object with 8-directional movement (or set it to the position of an invisible one with custom movement, which would be ideal for collision detection).

 
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KevinHaag



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6th June, 2006 at 21:05:41 -

i tried that and it didn't work...

 
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6th June, 2006 at 23:27:05 -

I just tested it then with exactly those events, and it does work. It even works if you replace

Direction("Active") <> Alterable Value A("Active")

with

NEGATE[(Active) is facing a direction Alterable Value A("Active")]

Surely at least one of those two must work in TGF.

 
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KevinHaag



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7th June, 2006 at 01:03:59 -

Nope it doesn't.

Direction("Active") <> Alterable Value A("Active")

^^You can't make it do the above event....

 
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7th June, 2006 at 01:22:13 -

Doesn't TGF have something equivalent to the "compare two general values" trigger?

 
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KevinHaag



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7th June, 2006 at 04:55:59 -

am i supposed to rotate it for all the directions in the animation editor?

 
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KevinHaag



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7th June, 2006 at 05:01:43 -

i want it to rotate like the gun in this game:

http://www.ugotgames.com/paratrooper.php

 
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Radix

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7th June, 2006 at 05:17:52 -

Wow, that's totally not what everyone though you were asking for.

Yes, you'll need to have an animation for each direction, otherwise there's nothing to display and TGF'll use the next-nearest animation.

To do what you want, you'd probably just need to do something like this:

Keyboard: pressed left
+direction("active")<16
---Active: set direction to direction("active")+1

Keyboard: pressed right
+direction("active")>0
---Active: set direction to direction("active")-1

That'll give you 16 possible directions, but you probably want more. So use an active picture and rotate it to the correct angle in a similar way. For the actual shooting, look up an article on 360 degree bullets.

 
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KevinHaag



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11th June, 2006 at 02:53:45 -

i don't think you can have an active picture in TGF... though I could be wrong...

 
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Radix

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12th June, 2006 at 03:14:35 -

Something I remember doing in TGF for a 360 degree turret was to make the muzzle out of a line of closely-spaced little grey circles that rotate around a central point using trig. There are a couple of ways you can represent it.

 
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