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siven

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26th January, 2011 at 10:32:25 -

so id like to make it so my pistols are shot when you press the button, not a press and hold kinda deal, but i did what seemed logical and it didnt work.
heres what the code looks like...
Object(Guninhand) Is faceing ->
Limit Condition for 0.30secs
+Upon Pressing D key
= Fire bullet

logically that would mean you can only shoot every 0.30 seconds, but what happens is you shoot once, and than it wont let you shoot in that direction again. also, there are each of those events for the other directions as well. the only reason i dont have hte bullet fireing in the direction the guninhand is pointing is because in order to have an arm pointed upward on the left side and on the right side, i had to use the 2 spots on the animation thing to the left and right of the UP slot, if that makes any sense. anyone know what i did incorrectly?

 
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Assault Andy

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26th January, 2011 at 13:10:09 -

Repeat while is pressed "Space"
+ Active.AltA = 0
Then
> Active.AltA = 10
> Fire Bullet

If Active.AltA > 0
Then
> Active.AltA = Active.AltA - 1



Where 10 is the cooldown time.

Edited by an Administrator

 
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OMC

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26th January, 2011 at 13:10:34 -

I'd use a flag or alterable value, depending on how long you want the pause to be.

Object is facing ->
+ Object flag 0 is off
+ Upon Pressing D key
= Fire bullet
+ Set Object flag 0 on

Every 0.30 seconds (Or always, or whatever)
= Set object flag 0 off

Edit: Bah! Too slow. Use AssaultAndy's method. It will work independent of the timer.

Edited by OMC

 

  		
  		

GamesterXIII



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26th January, 2011 at 14:53:44 -

Eww thats not typical of you to recommend that sort of method, OMC.

 
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OMC

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26th January, 2011 at 19:10:36 -

Well, I was going to use an alterable value method, but I changed my mind for some reason.

Must not have been thinking straight this morning!

 

  		
  		

UrbanMonk

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26th January, 2011 at 19:39:06 -

Then you would die if you saw my code Gamester...especially the code in OMC's game that I helped work on.

 
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s-m-r

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26th January, 2011 at 20:51:49 -

(for all the noobs and fellow novices out there)

I remember reading somewhere that using the Timer to have a set time for events isn't as effective as using an alterable value, as one machine may be able to keep up with the timer, but others might not. As I am not the best at coding, I tend to stick with using Alterable Values in all cases where a timer might do, simply because if there's a sequence of events based upon timers and/or regular intervals, they'll always keep pace with the way the rest of the game is running.

But most of y'all know this already. My point is that I just shy away from using the Timer object unless there are very, very few Active Objects and/or functions/events.

 
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JetpackLover



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26th January, 2011 at 23:38:39 -

Why not use TimeX and use the nloop function?

 
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GamesterXIII



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26th January, 2011 at 23:57:39 -


Originally Posted by s-m-r
(for all the noobs and fellow novices out there)

I remember reading somewhere that using the Timer to have a set time for events isn't as effective as using an alterable value, as one machine may be able to keep up with the timer, but others might not. As I am not the best at coding, I tend to stick with using Alterable Values in all cases where a timer might do, simply because if there's a sequence of events based upon timers and/or regular intervals, they'll always keep pace with the way the rest of the game is running.

But most of y'all know this already. My point is that I just shy away from using the Timer object unless there are very, very few Active Objects and/or functions/events.



For the perfectionist its also less accurate as you cannot reset the timer.

If you have an event that says

Z is pressed
+ Every 00.05
- Shoot

and you start pressing Z at 0.02 then the object shoots 00.02 seconds earlier

if that makes sense.

Negligible? Probably, but it bothers me. You can reset the alterable value if the player lets go of shoot.

 
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Duncan

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27th January, 2011 at 01:11:56 -

I use no timer events at all. But...



If you have an event that says

Z is pressed
+ Every 00.05
- Shoot

and you start pressing Z at 0.02 then the object shoots 00.02 seconds earlier



It still makes me cringe because I know this has always been how it works, but I noticed in TGF2NE (only MMF2 product I've used) it's been "fixed".

Every 00.05 + While Z is pressed uses the frame timer,
While Z is pressed + Every 00.05 starts a unique count

So OMC's version should work as Object Flag 0 on + Every 00.30

It still sux because it uses the timer!

 
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GamesterXIII



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27th January, 2011 at 01:59:31 -

Wow seriously?

Thanks o_o.

but yeah timer = bleh

 
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Silveraura

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27th January, 2011 at 06:15:36 -

I still have a nasty habit of using timer events. I also have a nasty habit of stopping at a McDonalds and suddenly getting hungry. I know it's horrible for me, and when I think about it long enough, I go for the much better alternative. I think this is a pretty good analogy.

 
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siven

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27th January, 2011 at 08:54:44 -

thanks everyone! i think i gathered what info that i need to finish this little deal up. also, ive learned... Timer = evil.

 
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JetpackLover



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27th January, 2011 at 09:21:06 -

TimeX is pretty gooooood.

 
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Eternal Man [EE]

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27th January, 2011 at 10:59:37 -


Originally Posted by DudeHuge
TimeX is pretty gooooood.



Yeah it can be nice, as long as you manage to start the "nloop count" from when you want to, i.e the same difficulty as resetting the timer.

Alterable values are the best for most situations, and since MMF2 has a shitload of em in every object you can afford to use them.

He, that was always a blast in MMF1.2, trying to make A.I with three alterable values and the flags.

 
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