This forum was down earlier. Good thing it's working now.
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Can you please be more specific? What precisely is it about the damage system which isn't working? It will take too long for me to go through the code to isolate what problems there are.
direction of enemy while in damage. So far, I have only tried coding 2 situations, namely the groups
ENEMY DAMAGE: State = Stand, Horizontal hit (0 or 16), Fall = 0
ENEMY DAMAGE: State = Stand or Air, Upward hit, Fall = 1
the other "ENEMY DAMAGE" groups are empty inside. I haven't coded them yet.
as well as failing to code correctly the bouncing off the wall objects when enemy is either in Movetype = damage or Idle (this may have to do with the physics variable whether to apply it or not)
As of the version I gave you,
z button should push away enemy, but enemy's direction is 15 (slightly going up each time as seen in edit box)
x button (first of 3 attack combo) should push enemy upwards diagonally (this got messed up)
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You can simply add animation attack (or whatever) is not playing condition to any event for changing direction (or a range of alterable values if you still have a system of keeping the animation number stored as a value). If you have your direction and movement events combined, you may consider splitting them.
where do you add that condition?
What I tried in group Player Attacks (Normal) - Damage (animation/frame-based) 4th and 5th event from top was this
+alt.val.C >= 40 (this means animation is for attacks)
+current frame = 0
-> set alt.val.A -> direction of player collision box
+alt.val.C >= 40 (this means animation is for attacks)
+current frame >= 1
-> set direction of player collision box to alt.val.A
that (preventing change of direction) works but, try moving left and right then press z or x, you can see he will face the other side sometimes
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The jump isn't working because those conditions are not met. Do you use the debugger? There you can check the current values and strings on any active object. Something else in your code must be changing those strings.
ok. i'll look at it again.
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- I did 2 ways of calculating the direction of enemy pushback, but when you use the z button attack, the enemy collision box's direction is 15 (should be 16). I'm sure either of my calculations are correct.
Where are the events for this?
2 groups called:
Player - Attack Directions Calculation (manual setting of values)
Player - Attack Directions Calculation (manual)
The 2nd group (enabled group) actually uses formulas, but just the same, the edit box shows that neither manual nor formulas work (enemy is moving in dir. 15 when it is supposed to be moving in dir.16, among other situations)
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Review your movement events. You must exclude this animation or state on any event for direction or movement. If that doesn't work, then check that there isn't a moment that the animation or string for guarding (if there is one), is being changed.
Ok I'll check it again.
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You mean this? 45+J Deal Atk Deceleration( "PMO: Player" )
You must check the value J is correct.
Ok.
Can you tell me if I need to apply gravity even when enemy collision box (with pinball movement) is on ground ? or just when in air?
About my other thread, the "color effect" on sprites is really not possible in MMF2 through coding events?
Is it possible to make a "countdown timer" (starting with 2 mins counting down to zero), or "earthquake effect" ("shaking" of all objects at the same time), or pausing animations of all objects in the frame/level through one or few events only in MMF2? I was looking through my extensions but none seems to give these features, or I might have missed some.
thanks