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Jon Chambers



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17th January, 2004 at 04:30:09 -

How can I find the x co-ordinate of the action point on TGF?

 
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Kris

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17th January, 2004 at 04:41:29 -

shoot something invisible from the object, get its co-ordinates then destroy it

 
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Ashman

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17th January, 2004 at 04:59:00 -

You could just figure out where you've put the action point in comparison to the hot spot and do the math from there or if you are creating an object just goto options and change it to action point.

 
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Gives me away,
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Jon Chambers



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17th January, 2004 at 05:49:21 -

Okay there is an easier way than that, I can create an object at the hot spot. I was just hoping that there was an even easier way. Hey Ashman, do you realize that your signature is calling you assman? Well, I guess admitting it is the first step.

 
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Ashman

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17th January, 2004 at 06:34:26 -

In my signiture I was giving all past and present admins a nickname (or documenting already given nicknames...) so excluding myself would be a little biased. Yes I am aware I missed Aku btw.

 
Show me the power child,
I'd like to say,
That I'm down on my knees today,
Gives me the butterflies,
Gives me away,
'Til I'm up on my feet again,
I'm feeling outshined.


"Outshined" - SoundGarden

Shen

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17th January, 2004 at 06:34:35 -

What's the point of creating something at the hot spot when you want to find the action point? Except if it's glittery and looks nice of course

 
gone fishin'

Keatonian



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  15/07/2002
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17th January, 2004 at 09:03:17 -

Lol. Good point.
Probably just a mistake.

 
-Above post is ancient and probably irrelevant-

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Cazra

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Game of the Week WinnerVIP Member
17th January, 2004 at 12:25:48 -

you could just make an invisible action point sensor object.

>always
-set position of action sensor at 0,0 from action point of the player.

>If X of action sensor.....
..........

To set it's position at the action point, click the options button, click the radio button "action point" under the originating from thing.

 
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Knudde (Shab)

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Has Donated, Thank You!Clickzine StaffKlikCast StarVIP MemberGhostbuster!Dos Rules!I donated an open source project
17th January, 2004 at 12:28:08 -

You could just look in the animation editor, and find out from there...

 
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Cazra

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17th January, 2004 at 12:33:20 -

yes, but that would be assuming the the position of the action point relative to the hot spot is constant. Usually the action point's position in the object varies.



 
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Knudde (Shab)

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17th January, 2004 at 12:49:55 -

No it wouldn't, use the hotspot as a reference point, And then find the action points X. Also, it's impossible to move an action point around at runtime, so my way would work. You'd just need to do it for each frame.

 
Craps, I'm an old man!

Jon Chambers



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17th January, 2004 at 17:39:02 -

Yes just a mistake. Argh, it's annoying, because I thought there would be a way which would take up less memory. Does MMF have this problem also? I'm not buying MMF if I can't find the X and Y co-ordinate of the action point.

 
Copy this to your hard drive. It will be worth alot when I'm famous.

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Airflow

imafirinmahlazr

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VIP MemberSonic SpeedSnow Cloud!Computer
18th January, 2004 at 05:27:18 -

I do this when needed-

Create 2 counter objects.

In the events, Set counter 1 constantly to (object your measurings x position)
Set counter 2 constantly to (object your measurings y position)

Simple as shit. (without all that digestion)-Im talkin eat, sleep , dunny.


...Ahhh, toilet jokes.

 
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Muz



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18th January, 2004 at 05:34:42 -

I don't think MMF does it. Haven't seen any Coordinate X (action point) events in it. I suggest you complain to Clickteam.

Ya know, MMF could use more than one action point. I mean, if a robot had two guns, how would one set different action points?

 
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Ryan▫S



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  25/10/2003
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18th January, 2004 at 07:59:26 -

muz, i usually make it so that the shooting animation has at least two frames one with the action point on one gun the next with it on the other then-
event editor

aniamtion fram equals 1
+ animation shootingis palying - shoot a bullet
+ only one action when even loops
then do same when animation eguals frame 2
walla
why, Jon, do you need this?

 
Gah!

Cazra

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Game of the Week WinnerVIP Member
18th January, 2004 at 09:20:15 -

If you want to acheive the effect, make an action sensor object.

>always
-set position of sensor at 0,0 from the player's action point.
-make invisible.

When you want to see where the player's action point is, all you'll have to do is get the x position of the sensor. It's simple and works great. Just make sure that if there's an event where the player moves(custom engines),you reposition the sensor.

 
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Keatonian



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18th January, 2004 at 11:23:39 -

You can do it for many similar objects by
spreading into values and fastloop, in tgf even.
Easily in fact.

 
-Above post is ancient and probably irrelevant-

An old account of mine, recently cleared out. It's a blast to the past, the age was marked as 14 when I found it. If you know where to look, you can track me. Au revoir.

Rycon



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19th January, 2004 at 00:07:31 -

Ooo glittery? Where!

 
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Jon Chambers



Registered
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Points
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19th January, 2004 at 05:27:24 -

Okay, that's what I was planning to do anyway, I was just hoping for a simpler solution.

 
Copy this to your hard drive. It will be worth alot when I'm famous.

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