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Thread: Setting Maximum Y Velocity on PMO

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    Setting Maximum Y Velocity on PMO

    That is, the Platform Movement Object by Fodo. For some reason, no matter what I set 'maximum Y velocity' to (even when I use an "always->set max y velocity to 1200" event to change it), it defaults to 800 in-game. Anybody know why this is happening?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Re: Setting Maximum Y Velocity on PMO

    very odd, I've never seen such a problem and I use the PMO extensively... are you confusing the y velocity with the maximum y velocity?

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    Re: Setting Maximum Y Velocity on PMO

    It works fine here, no issues at all. Check out this MFA to prove it:
    http://mfa.aquadasoft.com/view/1307814293-PMO_MaxVelocity
    Working as fast as I can on Fusion 3

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    Re: Setting Maximum Y Velocity on PMO

    Nevermind, it was a stupid oversight on my part. I had "when climbing isn't playing -> set max y velocity to 800", which should be a local variable instead. Can't believe I didn't notice that before.


    Edit: I'd just like to take this opportunity say, the PMO is totally awesome. I made a full falling damage system which:
    a) has a threshold dependant on the player's jump strength (so it only triggers if it's a significant fall)
    b) deals damage relative to the velocity of their fall
    c) throws the player across the ground on impact with force proportional to the velocity of their fall
    d) mitigates the severity of the fall by the player's jump strength (which can be changed with ease)

    With probably less effort than it took to type all that out. Without it, it would've taken me months just to code that one aspect of the vast 2D platforming spectrum. Thanks, Fodo!

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    Re: Setting Maximum Y Velocity on PMO

    Maybe you could make that fall damage system into a widget?
    Working as fast as I can on Fusion 3

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    Re: Setting Maximum Y Velocity on PMO

    How do I do that?
    If you like, I could upload it as an example.mfa file and you could turn it into a widget.

    Edit: The way I did it is kinda complicated, because I incorporated things like animation states, attack interruption, etc.

    But the basic framework can be accomplished with two events using PMO:

    * [PMO]: Object is falling
    + GetYVelocity("PMO") >= GetJumpStrength("PMO")
    + GetYVelocity > Falling Damage ("Player")
    -> [Player]: Set Falling Damage to GetYVelocity("PMO")-GetJumpStrength("PMO")

    * [PMO]: Object is standing on ground
    + Falling Damage of [Player] > 0
    + Only one action when event loops
    -> Sub Falling Damage ("Player") from Life ("Player")

    Where 'Falling Damage' and 'Life' are Alterable Values of a Player object. You can also play around with the ratios, like multiplying GetJumpStrength("PMO")*2 so it has a stronger mitigation effect, or dividing the whole equation by 10 so falling damage is in double digits instead of triple digits, etc.

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    Re: Setting Maximum Y Velocity on PMO

    Just look at other widgets as an example of what a widget is like. usually, it involves putting all the code of the widget into the behaviors of the object(s), and the interaction between widget and frame code is done by setting alterable values in the widget object(s).
    Working as fast as I can on Fusion 3

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