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Thread: Override Input (for AI simulation)

  1. #11
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    Re: Override Input (for AI simulation)

    []You can trigger this loop both from the AI's events and with the player's controls - just start the loop 1 time.
    This saves you the code duplication. <img src="/center/images/graemlins/smile.gif" alt="" /> [/]

    It's a good suggestion... but there is no action to simulate move commands. There is a workaround for 8-directions movement (use Bouncing Ball), but for some movements (like platform) there is no alternative. You simply can't force an object to jump or move around if it is platform movement. Just a couple of extra actions on the Player object would greatly simplify this.

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    Re: Override Input (for AI simulation)

    []You can trigger this loop both from the AI's events and with the player's controls - just start the loop 1 time.
    This saves you the code duplication. <img src="/center/images/graemlins/smile.gif" alt="" /> [/]

    It's a good suggestion... but there is no action to simulate move commands. There is a workaround for 8-directions movement (use Bouncing Ball), but for some movements (like platform) there is no alternative. You simply can't force an object to jump or move around if it is platform movement. Just a couple of extra actions on the Player object would greatly simplify this.

  3. #13
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    Re: Override Input (for AI simulation)

    for that you could use the advanced platform object. it's better than the built-in engine anyway. you can tell the object the user is pressing the left/right/jump key with a single event and it will mov the object for you.

  4. #14
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    Re: Override Input (for AI simulation)

    for that you could use the advanced platform object. it's better than the built-in engine anyway. you can tell the object the user is pressing the left/right/jump key with a single event and it will mov the object for you.

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