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Thread: Some dumb questions.

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    Some dumb questions.

    [font:Comic Sans MS]Hi, I am using the demo of mmf2 for a gaming class, and I was wondering if someone would help me with some questions I have.
    1) I am making a top down shooter (kinda like radin x)that scrolls up. I have a random star creator and to activate the enemeys I am making the frame scroll slowly forward, so that when the enemeys get close to what you see they activate. Now the problem is that my star creator is at the bottom of the frame, where I want the application to start, but the part the people see is at the top, how do I move what they see to start at the bottom of the frame?

    2)does anyone have some AIs for enemey fighters I could use (I would give you credit)

    3)the auto rotate only has 32 frames, It looks choppy when I turn it, can I make if have more frames than 32?

    4)Is there anyway to track where the mouse is?

    5) I want to make tracker missiles, how do I make it track the closest bad guy

    More questions to come!!

    Thanks for answering!!!! [/font]

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    Re: Some dumb questions.

    1)Create a new Event > Start of Frame > Create new Action > Center vertical position of window in frame to [color:#339933]#frame height#[/color] but without the dashes.
    2)What AI do you need?
    3)You can always try to rotate it in the event editor.
    4)The Expressions [color:#993333]#xmouse#[/color] and [color:#333399]#ymouse#[/color] track the mouse.
    5)The Closest? I do not know how to do that but you would have to run fastloop for every badguy to see which is closest and then target that.

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    Re: Some dumb questions.

    1 check

    2 I need top down space ships, and top down ground based enemeys with guns or swords.(these would be used in a class, nothing else)

    3)check

    4)check

    5) I think I will just make it track the mouse

    I will soon edit my list and have more questions, but....

    [size:20pt]THANKYOUDRAGONGUY!!!!!!![/size]







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    Re: Some dumb questions.

    5) If you didn't want to fastloop every enemy and calculate distances, you could just create a circular object thats pretty large, uncheck 'visible at start'

    Event
    - Missile is in play area
    Set Circle Object position at 0, 0 from Missile

    - Circle Object is overlapping enemy ship
    Set missile direction to look towards enemy ship

    That would simulate some basic 'homing movement' when the missile gets close to an enemy. Although it won't rotate smoothly towards the enemy (you may see sudden direction changes), it'll definitely give you something to start with.

    If you need to have more that one homing missile on the screen at once, you may need to create Bind IDs using Alterable Values. Basically an ID that is unique, but the same for both the circle and the missile, set when the missile and circle are created. Then you can do an event like this:

    - Missile is in play area
    ID of Circle = ID of Missile
    Set circle object at 0, 0 from missile

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    Re: Some dumb questions.

    I tried to implement question 1 and it did not work, any other ideas?

    @Ryan, is there any way to put in a counter that saves the first speed and direction, and then compares the new thrust speed and direction to the first speed, and then caluclates the real speed and direction. The only problem is that it would be in a line not a curve, but that could be fixed with an every condition.

    I'm sorry I can't do that, I stink at math.






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    Re: Some dumb questions.

    Quote Originally Posted by calebfig
    I tried to implement question 1 and it did not work, any other ideas?
    Are you sure it didn't work? What did you type in? You did remember to remove the [color:#999933]####[/color]'s, right? What is your frame's real and virtual heights?

    What I told only makes it scroll to bottom at start, you can make it scroll towards the top slowly after that with another event as well as the previous one.

    Code:
    Always
    -Center Frame Y to -1 of where it currently is

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    Re: Some dumb questions.

    *SMACK*
    You were right, I did make a mistake! I was using my star creator to track weather I succeeded, but in a fit of stupidity, I made them not follow the frame!!!

    Thank you for your patience.

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    Re: Some dumb questions.

    The Advanced Direction Object has a function that finds the proximity of different objects to a point, and sorts them by distance. It'd be great for homing missiles.

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    Re: Some dumb questions.

    @calebfig yes thats exactly what you'd want to do to smooth it out. Just have a "Target Direction" Alterable Value.

    Then
    every 0.05
    - Current Direction < Target direction
    - Add 1 to current direction

    Current Direction > Target direction
    - Subtract 1 from current direction


    however, the we have the problem of the direction 0 and 359

    If it needed to go from 359 to 0, I'll take the long way around. Rather than just going to 360, it'll subtract all the way back down to 0.

    Time to put your maths hat on: Note ABS means Absolute - always provide a positive answer. So a negative value will become a positive, and a positive will stay positive.


    Here we go:

    (run this once when you've got a target)

    - Set Alterable Value A to ABS(TargetDirection - Current Direction)
    - Set Alterable Value B to ABS(TargetDirection - (Current Direction + 360))


    (always)

    Value A < Value B
    Current Direction < Target direction
    - Add 1 to current direction

    Value A < Value B
    Current Direction > Target direction
    - Subtract 1 to current direction


    Value B < Value A
    Current Direction < (Target direction + 360)
    - Add 1 to current direction

    Value B < Value A
    Current Direction > (Target direction + 360)
    - Subtract 1 to current direction


    I believe that would work, but i may have missed something. This is the kind of logic you're going to need to deal with on a regular basis in games programming, so start practicing!

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    Re: Some dumb questions.

    That makes sense, but I couldn't figure out how to find the missiles current direction.

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