yes its that annoying little kid who keeps asking questions, again..
i have got a normal TGF paltform movement for my main character (yes i know i should make my own but im just too lazy.. and im too dumb..) i have 1 detector on each side of the main character that, when overlaps an obstacle background, it moves the main character +2 or -2 away from the backfround its touching.. i got this from a tutorial on clickteam's forum .. you know the one.. the file archive thingy.. anyway, i'm having trouble with a platform.. i want the main character to be able to walk through it but be able to stand ontop of it.. but the detectors make the character bounce away from it when i try to walk through it.. so i tried makign it an active object but then i had trouble makign it a patform..
i tried making a large detector cover up the whole of the main character except their feet and when the main character collisions with the platform but the detector is not over lapping it , that it should make the main character stop. but this didnt work. =(
has anyone got any ideas?
i'd prefer the platform to be an activeobject so that i can give it a path movement.. but if not thats fine ..
or maybe a link to a platform movement (a really smooth one.. im not thinking mario here with HIGH jumps im thinking low jumps, something really big and heavy but nice and smooth.) would be nice.. thanks..
If you only have left or right detectors, then you could try only making them apply when they collide with the backdrop first, and disable them if the main character collides first. That way you can jump through the platform from the bottom using the normal engine, but your sideways code will still work.
Does that make sense?
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
20th August, 2003 at 04:12:34 -
The SC always has an answer .
Partack - You should make the ground obstacles because pretty soon you are going to run out of active objects, also having large actives makes the game lag. If you need the ground to move, only use actives when you need them. Eg - Have all of the ground backdrop besides some spikes and some horozontially moving platforms. You only need to make things background if they are going to have some sort of differant interaction.
SC thanks again your no doubt a the kinf of klik =
andy lol i know i'm using background objects for my platforms = but thanks anyway
one thing though .. the main character still gets pushed -2 or + 2 when the detectors collide with he paltform =( like, he goes through it but you still get pushed back by the invisible detectors.. i think im just going to re do my whole engine. im not comfortable with the tgf one -_- TO THE EVENT EDITOR!
by the way if anyone has a link to a nice plplatform engine i'd really epreciate it..
its ok i found a paltform engine by MobilisNemo at the clickteam forums.. just pasted it in.. changed the character he had there into a brown square (no dissrespect), made my character always stick to that block so it looks like my character is the one moving and edited the engine a bit to suit my needs and now i have a very ni1ce platform engine
still gotta work out a way to get that moving platform to work but i'm sure with this new engine it'll be a breeze =