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Thread: Dead Reckoning (beta2): Now with Flash support

  1. #21
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    Anders's Avatar
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    Re: Dead Reckoning (beta2): Now with Flash support

    Dead Reckoning object would only benefit from the 'object was stopped' action after the object has been moved out the obstacle it is within. Most default movements does that the moment you call the 'stop' action. With PMO object it is a little different as PMO: Test obstacle overlap is called many many times during it's own "move out of obstacle" routine.

    Instead you could use the PMO state conditions:

    + PMO: Object is standing on ground
    + Only one action when event loops
    ---> Object was stopped

    Not sure if that works but it would be worth a try.

  2. #22
    Forum Moderator Multimedia Fusion 2 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Re: Dead Reckoning (beta2): Now with Flash support

    No luck with that method.

    Interestingly there is something that acts weirdweird about having both a PMO and Dead Reckoning object assigned to one object. I assign both PMO and Dead Reckoning the same object, and every 0.1 seconds I update the position. But the object still bobs along half way into the obstacle like so:

    http://dl.dropbox.com/u/5612419/Bah.png

    As soon as I remove the 'Set Object' PMO object, it bobs along at the correct height.

    All this is obviously with no 'Object was Stopped' dead reckoning actions.

    Strange!
    Cranktrain - Currently finishing a new game called The Cat Machine!
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  3. #23
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    Re: Dead Reckoning (beta2): Now with Flash support

    Can you send me that example file please?
    andos at clickteam.com

  4. #24
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    Re: Dead Reckoning (beta2): Now with Flash support

    And... done!
    Cranktrain - Currently finishing a new game called The Cat Machine!
    @MattLuard on Twitter.

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    Re: Dead Reckoning (beta2): Now with Flash support

    Thanks Got it!

  6. #26
    Forum Moderator Multimedia Fusion 2 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Re: Dead Reckoning (beta2): Now with Flash support

    Did you ever manage to sort this one out?
    Cranktrain - Currently finishing a new game called The Cat Machine!
    @MattLuard on Twitter.

  7. #27
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Re: Dead Reckoning (beta2): Now with Flash support

    On that note, the Dead Reckoning object had a problem with angles - was that resolved?

  8. #28
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    Re: Dead Reckoning (beta2): Now with Flash support

    Sorry for the delay both of you.

    DizzyDoo:
    I modified your example file a little. The reason why the dead reckoning controlled object was hanging below the controlled one is because the deadReckoning PMO wasn't detecting obstacles at all.
    Only when the PMO's object state is 'standing on ground' (do this once) you can hint the dead reckoning system that the movement stopped.
    Fixed example file: http://andersriggelsen.dk/uploads/DRProblem.mfa

    SortaCore:
    I'm getting weird crashes when I ask MMF2 if the runtime is HWA (to use float angles instead). All the code is done otherwise.
    When I figure out how to fix it, I will release the new beta.

  9. #29
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    Re: Dead Reckoning (beta2): Now with Flash support

    hey andos,

    i get an error when i try and build a swf of an mfa that has the dead reckoning object

    the easiest way i can reproduce this is simply by saving your dead reckoning example mfa as a SWF

    seems to be working for other people though? i downloaded the version @ http://www.andersriggelsen.dk/files/extensions/deadreckoning.zip


  10. #30
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    Re: Dead Reckoning (beta2): Now with Flash support

    Hmm I get it too now. That is weird. I will see why it happens.

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