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Lazernaut



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4th September, 2004 at 06:23:45 -

I'm trying to create a platformer using the Platform movement object. I've managed to find out how to do it with the scenery being regular objects, but i don't know how to make it so when the player lands on an object, he stands on it and when he jumps upwards into it, he passes through...can anyone help ?

 
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Lazernaut



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4th September, 2004 at 06:44:36 -

yeah...it seems like a lot of the features you need an extension for in mmf1˝ are built in in MMF2, so i think so...i mean, the built in movement things haven't been significantly updated since KnP or something :-x

 
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The Chris Street

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4th September, 2004 at 07:28:18 -

Yup, its quite simple.

If I were you, if you want to make "jump-thru" platforms, I'd make an active object, make it invisible, and call it "Platters"

Now:

Test For Jump Through Platform Overlap + Player is overlapping "Platters"

Selected object overlaps a jumpthrough platform

That's it

 
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The Chris Street

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4th September, 2004 at 07:40:54 -

We posted at the same time

Anyway, yes, MMF 3D is on the cards. No programming required! You'll have to wait for a very long time for it though

 
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ChrisB

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4th September, 2004 at 13:42:04 -

Or you wait much less time for the 3D Irrlicht object
btw. a lot of bugs with the platform movement should be fixed now (e.g. getting caught in the ceilings). I personally think it's done quite well, considering how generic it is.

 
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tdc052621



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4th September, 2004 at 13:44:39 -

they said when they first introduced mmf3d they saud it would come out in 2007.

 
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Lazernaut



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5th September, 2004 at 05:08:09 -

Circy > what the .. ? i thought i tried that, and when i did, the character just went through the platforms, but now it's working... strange

 
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The Chris Street

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5th September, 2004 at 08:15:10 -

you've gotta put the events in the right order You need to test for the platform movement collision first, THEN add the event which features the player overlapping the hidden active object. Do it the other way around and it won't work =

 
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Lazernaut



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5th September, 2004 at 09:59:34 -

áh, yes..so how about ladders ? i've managed to make a semi-working ladder thing. I made it so when the character overlaps a ladder and press up, he's positioned on the ladder (on the x axis) and made to jump. This looks stupid though, and doesn't work as a normal ladder ...

 
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The Chris Street

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5th September, 2004 at 10:01:15 -

I haven't tried anything with ladders yet, sorry

 
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DistantJ [FZ Games]



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5th September, 2004 at 15:27:47 -

When the character is overlapping the ladder, and repeat while the up arrow is pressed, set the character's Y position to it's current Y position - 1. This used to mess up with the MMF built in platform programming due to conflicts with the gravity, but these conflicts no longer exist in the advanced platform object. Also this way he'll only move up when you're holding up, and if you let go he'll stop.

 
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Lazernaut



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6th September, 2004 at 02:23:19 -

yeah, i've made something similar. When the overlapping and pressing up, i've made it so the character jumps (all the time while holding up) and the jump strength is reduced significantly until the user isn't using the ladder anymore. I just need an animation for climbing, and to make it so the character can stop while climbing so he doesn't fall down on release.

 
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DistantJ [FZ Games]



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12th September, 2004 at 14:34:50 -

Try adding a "Object is overlapping a backdrop" event to prevent it from falling, or use "Pause movement" and resume the movement once he's finished climbing. The only problem with the latter is you won't be able to jump whilst climbing, although that is the case in many professional games anyway. If you're making the object jump whilst climbing instead of using it's Y co-ordinate, you might want to make it so that the movement is resumed when you press down, allowing the player to 'drop down' from the ladder.

The best way would be to use the Y velocity option, just set it to a negative number and he'll move upwards, a positive number and he'll move downwards. Choose the number via trial and error, but you might want it to be a pretty large number as it's something like hundredths of a pixel.

 
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BBalazs



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14th September, 2004 at 15:10:19 -

And if I don't use backdrops for collission masks but active objects that are made invisible? This way I can get collission wherever I want, but drawback is that the PMO does not seem to work with these... Any ideas?

 
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Assault Andy

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18th September, 2004 at 05:57:24 -

The PMO does work with active objects as backgrounds:

o Test if Player is overlapping a backdrop(PMO)
+ character is overlapping rock

then

Player is overlapping a backdrop.


 
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