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Jon C-B

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20th April, 2009 at 02:56:15 -

In this game, when you touch a mine, you and the mine get destroyed and a fast loop goes off that makes particles controlled by the pinball movement get created. But when the particle spray happens, all the other mines around it spray too! Any help?

 
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Bibin

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20th April, 2009 at 03:59:17 -

What I'd do is not destroy the mine right away. Instead, set a flag of the mine to ON. Like flag 0, for example. Then, add a condition to your fastloop event: + Flag 0 of Mine is on. Then, the particles will only appear on mines that have the flag set to on. Also, do the events in this order so the mine is destroyed after the loops have ran.

On collision between mine and player:
-Set mine flag ON
-Run loop [particlespray] x times
-Destroy mine

Edited by Bibin

 
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UrbanMonk

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20th April, 2009 at 04:15:27 -

I personally wouldn't use a loop at all, I'd just copy and paste the creation code over and over. It may look noobish but it sure uses up less cpu.

 
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MBK



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20th April, 2009 at 10:07:25 -

You could also spread a value in the mines, then when character collides with mine -> set character value to value of the mine
If mine value = character value -> explode mine

Another method is to use Alterable values like how you used the flags.

Or you could say: if x and y specified positions of mine are outside x and y specified positions of character -> explode mine (this one is untested) (you'll need to do some positional comparisons) But, yea .. rather complex for something so simple. Still, it's another option to consider.


Edited by MBK

 
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OMC

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20th April, 2009 at 13:18:39 -


Originally Posted by UrbanMonk
I personally wouldn't use a loop at all, I'd just copy and paste the creation code over and over. It may look noobish but it sure uses up less cpu.



Best option. A nice little use of the "repeat __ times" condition is this.

Edited by OMC

 

  		
  		

UrbanMonk

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20th April, 2009 at 15:04:26 -

Thanks OMC at least you believe in me

 
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Jon C-B

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21st April, 2009 at 01:55:46 -


Originally Posted by Bibin
What I'd do is not destroy the mine right away. Instead, set a flag of the mine to ON. Like flag 0, for example. Then, add a condition to your fastloop event: + Flag 0 of Mine is on. Then, the particles will only appear on mines that have the flag set to on. Also, do the events in this order so the mine is destroyed after the loops have ran.

On collision between mine and player:
-Set mine flag ON
-Run loop [particlespray] x times
-Destroy mine


Works great! thanks.

 
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