360 Shooting with PMO Object and animation?

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Please login to see this picture.
    Been trying to figure out exactly how to code this function into my character. ( I have provided a pic with a similar character above so you can kinda see what I mean.) I am using a PMO object with a sensor for my character. I am using the arrow keys on the computer for character control. Can someone explain to me how I would start to code the animations with the editor so that I can get full 360 movement with the character when he aims? I have found many 360 shooting mfa examples but they all involve using a cursor object or a mouse click to aim and this is not what I am after. I want to be able to press like "D" and then hold the up and right arrows at the same time for the character to aim to the upper right and shoot and vise versa for upper left, for example. Can someone help me out? Please be specific as possible as I am trying to learn.

    Please login to see this link.

  • So I recently found the Ultimate Metroid Engine mfa and the shooting and controls in that are exactly what I am looking for. Unfortunately, the author of that mfa did it without using a PMO object. I've been trying to reverse engineer some of his codes with PMO with no success for the 360 movements. (i.e holding left and right arrows to shoot in the upper right corner etc.) i don't know why this 360 shooting is such a issue for everyone in MMF2. I've found plenty of examples of people doing 360 shooting with the crosshairs, using mouse clicks etc. so it cannot be so complicated to recreating such movements similar to games like Contra 3 and using a PMO object. Surely, someone could help me out.
    Please login to see this picture.
    So here, is another example so you can see what I am talking about. I changed my control type so that the character aims in 8 directions and assigned the appropriate animations for them. The Metroid example has the control types that I am after under a section called diagonals. How do I make those commands using PMO? In the event editor I tried using the "repeat while moved up and right" for the controls; then I assigned a change animation sequence to the assigned animations section for the character that I created. Under PMO I used "Object is standing on ground." I tested it and tried pressing the up and right arrow keys for the character to play the animation to aim to the upper right, no luck...can someone help me out? Please be specific as possible so I can learn.

    Please login to see this link.

  • Please login to see this picture.
    So since no one is really taking the reigns with this 360 movement I guess it's left up for me to knock this out and share my results with the community! lol I am making some strides in the area. By using groups and flags, I managed to get my animation to change when the player presses the shooting button and then the character aims in that direction. Now the problem is that whenever the new animation plays, the change only displays the 1st frame of animation only. If someone can look at my example, see something that is wrong and can help me out, reply's are appreciated!

    Please login to see this link.

  • Please login to see this picture.
    I managed to get the character to aim in 8 different directions by using groups. I had to use a different animation group for the diagonal aiming. I tried to used 1 animation group with all 8 different aiming directions on it, but for some reason it didn't work at all that way. So I just assigned the diagonal animation to it's own separate animation group. To get the aiming I assigned the controller presses (regular shot) to a aiming group (360 aiming) so when you press a button (i.e. up/right) then it goes to the that animation group and shows the specific animation. Now for the problems. When I press i.e. up/right the character slides in the new animation, can someone look at my example code and see what's up with it? I tried to use PMO pause and unpause but haven't been able to nail it yet. Also, I still can't get the aiming to play animation (i.e. aiming/running) when he changes to the new pose. I don't know why. Right now I just have the character using static aiming when he is not moving. I tried using flags but I haven't been able to make him run and gun yet....Next, I think I can get the animation to fire by pressing the shoot button and changing the angle of the bullet to match that specific animation. Feedback would be appreciated.

    Please login to see this link.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!