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Thread: Question about Active Object

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    Question about Active Object

    hey guys, i've got my bike stage looking pretty awesome now(finally!) and now i need to make a choice as to how to set the main character up. I have his idle animation just shifting up and down giving it a more natural look. i tried setting the player properties as bouncing ball and took out all directions except for left and right. this worked fine until i tried to code aiming up by holding the up key. makes since why it wouldnt work considering i dont have up as one of the directions. if i put up in there, the bike just levitates!lol. i tried using the PMO but that didnt really work out well the way i did it. What i need is to be able to while pressing my directional keys have the character aim and move in that given direction, and also to be able to jump. For lack of better words, when the character is aiming up+right, he will move right, up+left he will move left, etc. this is the main reason i tried the PMO object first. i tried setting a backdrop on the road just like i would anything else,but where the character shifts up and down for his idle it really didnt work out too well! any suggestions?

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    Re: Question about Active Object

    You need a collision maks, that is basically a yellow square not seen in game. You set the PMO to that, and since this object doesn't have any animations it cannot interfere with collision detection. Make it roughly the size of your character. Then all you do it set your character's position to it and handle the animations as you please.
    Working as fast as I can on Fusion 3

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    Re: Question about Active Object

    As always, thanks LB! i've never used collisions masks before. seen the option, but never fooled with them. i'll give it a shot man! thanks! :cool:

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    Re: Question about Active Object

    LB, how would i go about assigning my active to the mask like you suggested? The pixels to the object are 200x200.

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    Re: Question about Active Object

    Always set player position to position of the square. Make sure this event is after all events related to moving the mask.
    Working as fast as I can on Fusion 3

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