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Kokocipher



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21st April, 2010 at 19:01:53 -

long laser beams... how would you simulate something like that in MMF2?
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Edited by Kokocipher

 
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AndyUK

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21st April, 2010 at 20:15:42 -

this is just off the top of my head but,
I'd have one event that creates either a single large laser object or various small objects perhaps with a slight delay if you want the firing to be noticeable.

Then I'd have the exact same movement events as the player ship for the laser object(s) so they will stay exactly as they are in front of it.

 
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Kyle Strait



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21st April, 2010 at 20:16:49 -

Im not sure if this works but you can try it... Try making the laser a good 32px tall and then just make it "Repeat while player presses fire 1>shoot object laser in direction 'up' at speed 100" and it should work... now then I do not know how you would make one that you can't stop on your own... Just be sure you don't have an "every" action in there

 
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Kokocipher



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21st April, 2010 at 21:40:15 -

I was thinking maybe it requires a custom coding for mortif of active objects much like the one that is built in for quick drop, but I have no idea the logic behind it.

Edited by Kokocipher

 
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OMC

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21st April, 2010 at 21:42:51 -

Would have posted this earlier, but I had to go somewhere.

http://jollycrouton.com/Uploads/laser.zip

Hope that works! I can explain it if you need.

Edited by OMC

 

  		
  		

Kokocipher



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21st April, 2010 at 23:32:22 -


Originally Posted by OldManClayton
Would have posted this earlier, but I had to go somewhere.

http://jollycrouton.com/Uploads/laser.zip

Hope that works! I can explain it if you need.




Thank you, Clayton.

 
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22nd April, 2010 at 00:28:46 -

No problem, man. Hopefully that solution will work long-term.

 

  		
  		

Assault Andy

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22nd April, 2010 at 09:24:24 -

It depends how instantly you want it to appear. If you want it to slowly show up then OldManClayton's method is good, but if you want it to appear instantly then you should use a fast loop to put a few actives in place. If it doesn't need to stop when it hits something, then just make it one big active and use HWA

 
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MBK



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23rd April, 2010 at 07:00:47 -

You could make it one big active like these nice fella's stated, but then give it an animation for shooting (shooting) and an animation for laser particle effects animating (laser).

Repeat Space Pressed
laser animation is not currently playing ---> change animation to shooting

Repeat Space Not Pressed ---> turn invisible or destroy or stop anim (however you want to do it)

Shooting Anim is over ---> change animation to laser

Edit: oh yea, and loop the laser anim


Edited by MBK

 
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