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xXBlazefirelpXx



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30th November, 2010 at 20:59:41 -

Okay, I'll make this a quickie. I need to test if a sensor is getting close to a backdrop. How do I achieve this?

 
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Benny Lindberg



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30th November, 2010 at 22:07:14 -

Hey Blazefire, maybe this is what you're looking for? http://www.create-games.com/article.asp?id=593

 
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xXBlazefirelpXx



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30th November, 2010 at 22:17:59 -

This is about 2 object. What I want is to make a sensor detect weather is is closer than lets say 10 pixels to a backdrop on it's Y axis.

 
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Sketchy

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30th November, 2010 at 23:00:35 -

You can't - not without making the backdrop an active instead, or at least using an active to mark the position of the backdrop.

 
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monkeytherat

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30th November, 2010 at 23:07:24 -

NOT TRUE all you have to do is make a new sensor that's as big as how far away you need it to be from the backdrop and say when the big sensor collides with/ is overlapping a backdrop do this.... if you don't understand that i will be more clear and post an example.

 
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xXBlazefirelpXx



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30th November, 2010 at 23:48:34 -

i did think of this method but I wanted to try to go for a different method, one that could compare the amount of pixels an object is away from a backdrop. Oh well, Ill do it the other way. Thanks for your input guys .

 
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Cecilectomy

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1st December, 2010 at 01:09:13 -

that would be a good thing to ask for in a future mmf2 release or mmf3. would be really helpful too.

"is active (Xpixels) close to backdrop"

 
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Sketchy

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1st December, 2010 at 01:39:22 -


Originally Posted by monkeytherat
NOT TRUE all you have to do is make a new sensor that's as big as how far away you need it to be from the backdrop and say when the big sensor collides with/ is overlapping a backdrop do this.... if you don't understand that i will be more clear and post an example.



That's fine if you only want to check for ANY background object, but not a specific object (that's what I thought he meant).

 
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xXBlazefirelpXx



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1st December, 2010 at 17:32:59 -

I was meaning any backdrop what so ever.

 
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HorrendousGames

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1st December, 2010 at 18:05:27 -

couldn't you just use the collision mask? I.e. collision mask point X right of player + 10 = obstacle, then do such and such? Play around with it, in conditions it's under the frame icon.

 
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Don Luciano

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1st December, 2010 at 18:21:00 -

Image

Maybe this will be helpfull.

Edited by Don Luciano

 
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xXBlazefirelpXx



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1st December, 2010 at 20:36:15 -

Where do I actually got to test the Y pixels of an object close to an backdrop?

 
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GamesterXIII



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1st December, 2010 at 20:56:30 -


Originally Posted by xXBlazefirelpXx
Where do I actually got to test the Y pixels of an object close to an backdrop?



You DON'T.

Thats what people have been trying to tell you.

Just use a sensor/collision mask like everyone has been saying. If you need multiple distances (10 pixels, 15 pixels, etc.) you could get really, really creative with scaling.

 
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xXBlazefirelpXx



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1st December, 2010 at 22:46:39 -

Meh, thanks for your help anyway guys.

 
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GamesterXIII



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I am an April Fool
1st December, 2010 at 23:16:25 -


Originally Posted by xXBlazefirelpXx
Meh, thanks for your help anyway guys.



Just curious - what are you going to do about this now?



 
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xXBlazefirelpXx



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2nd December, 2010 at 01:02:35 -

Make a sensor and when the sensors alterable value Collision = 1 Set the Action alterable value to 7. 7 = about to land on the floor standing. It's for a sonic engine if it helps .

 
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Don Luciano

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2nd December, 2010 at 01:08:03 -

you can make an active object that follows your player on x axis, like a detector, but y axis is always falling on the backdrop beneath player. Then when you need to compare value just compare Y player and that object.

 
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xXBlazefirelpXx



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2nd December, 2010 at 01:14:59 -

Meh, I can't logically think of where to start with that =P.

 
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HorrendousGames

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2nd December, 2010 at 23:10:08 -

I say again, if you don't want a separate active and you're only testing if there is a collision on the backdrop, why don't you use the collision mask?

 
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