Posted By
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Message
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Ryan▫S
Registered 25/10/2003
Points 161
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16th March, 2004 at 03:47:42 -
Is there any way to link to Active objects together without the link being broken by another? I want to link a enemy skin to a collider but when two skins overlap they switch between the two colliders. Can someone help?
Gah!
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X_Sheep I had a custom rating before it was cool
Registered 01/03/2004
Points 1313
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16th March, 2004 at 09:06:57 -
Use "Spread Value over objects" (or something) on both objects.(make sure both numbers you enter there are the same) Then use an expression "Value A of "enemy skin" = Value A of "enemy collider"" and then overlap the two objects
a/n
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Ryan▫S
Registered 25/10/2003
Points 161
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17th March, 2004 at 05:51:09 -
Would that work for more than one enemy?
And if so how EXACTLY would it work?
Gah!
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ShadowCaster Possibly Insane
Registered 02/01/2002
Points 2203
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17th March, 2004 at 06:00:21 -
I'm a little confused about your question, but I think what XS is saying is you should use the "Spread Value" function in MMF to give each of the colliders a different value. Then, for the skins, set their alterable value to the value given to the collider during the spread of the it is following. Confused? If so perhaps XS can elaborate (or if I misunderstood the point that he was trying to make).
1. "Spread" a value from 1-NoOfEnemies over Alterable Value A of the collider
2. "Spread" a value from 1-NoOfEnemies over Alterable Value A of the skins
3. Always set the position of the collider equal to the position of the skin where both Alterable Value A's are the same (you can do this in one event -- you dont need to go through each value seperately)
4. If two colliders intersect, swap their Alterable Value A's
5. New follow should be automatic since the code already exists in a general state
Mike
"Now I guess we're... 'Path-E-Tech Management'" -Dilbert
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X_Sheep I had a custom rating before it was cool
Registered 01/03/2004
Points 1313
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17th March, 2004 at 08:28:38 -
It doesn't matter what number you enter in the "Spread Value" event, It just has to be the same in both the collider and the skin.
a/n
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