Well, I have this object set to "the" object in Platform Movement (the extension). Anyways, I want the object to move around another object, BUT BY USING THE PLATFORM MOVEMENT VALUES.
X and Y.
Please help :3
MechaBowser.

Well, I have this object set to "the" object in Platform Movement (the extension). Anyways, I want the object to move around another object, BUT BY USING THE PLATFORM MOVEMENT VALUES.
X and Y.
Please help :3
MechaBowser.

Anyone?




I really don't understand what the question is, to be honest.
The PMOs X and Y movements determine the "speed" of the object, rather than its position. You'd need to create a completely custom engine using trig.

[]The PMOs X and Y movements determine the "speed" of the object, rather than its position. You'd need to create a completely custom engine using trig. [/]
No, it should be possible.
I'll make a picture to make ya know what I'm looking for.
Edit: Ah, here we go:
[]http://img.photobucket.com/albums/v333/MechaBowser/Helpplz.png[/]

Um, why use the platform movement object? The whole point of it is to show side-view with gravity, but the object you're moving is ignoring gravity, making the PMO useless here.
For those who don't know, the way to move an object in a circle round another is:
Always:
Add 1 to alt value A of Object
Set X position of object to sin(A)*100 + X("Object 2")
Set Y position of object to cos(A)*100 + Y("Object 2")
1 is the speed, in degrees/frame, 100 is the distance from "Object 2".
(I assume you know this because you put "the hard part is not making it spin around without PMO").
So WHY do you need to use the PMO?

[]Um, why use the platform movement object? The whole point of it is to show side-view with gravity, but the object you're moving is ignoring gravity, making the PMO useless here.
For those who don't know, the way to move an object in a circle round another is:
Always:
Add 1 to alt value A of Object
Set X position of object to sin(A)*100 + X("Object 2")
Set Y position of object to cos(A)*100 + Y("Object 2")
1 is the speed, in degrees/frame, 100 is the distance from "Object 2".
(I assume you know this because you put "the hard part is not making it spin around without PMO").
So WHY do you need to use the PMO? [/]
Because PMO has sweet and smooth collision detection. I set the gravitity, jump strength etc. to zero, and use it that way.
Do I get help now? D:
It sure has smooth collision detection, but if it collides with something, it will be extremely hard to make it find it's way back to the orbit around the other object. It's so hard, and require so many events, that I doubt it's worth it.
Good collision detection is what the move safely 2 extension is all about. It would be so much easier to use it for the same thing, and use the x=sin(angle), y=cos(angle) rotation that Dynasoft explained. It will have the same effect (nice orbit around the center object, great collision detection), and require perhaps 5 times less events.

[]and use the x=sin(angle), y=cos(angle) rotation that Dynasoft explained.[/]
There's a reason for me asking for such a wierd code <img src="/center/images/graemlins/tongue.gif" alt="" />
The object which rotates around the other has standard movment before it begins to rotate.




Can you perhaps do it by activating/deactivating two separate movement groups as needed?