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Thread: Platform Jump Through - PMO Object

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    Platform Jump Through - PMO Object

    I just recently got MMF2 and is still trying to figure it out. Does anyone have any examples on doing a "jump through a platform" using the PMO object? I did a search but couldn't come up with any results.

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    Also keep in mind, if you want to have some backdrops as normal obstacles and have some jump through platforms, you're going to have to use actives in addition to backdrops, since you can only assign obstacle or jump through platform to backdrops as a whole. You can't have them act as both. I don't know if you need to do this or not, but if that is the case use an active for jump through platforms (use qualifiers to test if you want more than one type of active object to work as jump through).

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    Thanks but this does not demonstrate jump through platforms.

    Also keep in mind, if you want to have some backdrops as normal obstacles and have some jump through platforms, you're going to have to use actives in addition to backdrops, since you can only assign obstacle or jump through platform to backdrops as a whole. You can't have them act as both. I don't know if you need to do this or not, but if that is the case use an active for jump through platforms (use qualifiers to test if you want more than one type of active object to work as jump through).
    Is there a demo somewhere that can show this happening?

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    Clicker Multimedia Fusion 2SWF Export Module

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    Also keep in mind, if you want to have some backdrops as normal obstacles and have some jump through platforms, you're going to have to use actives in addition to backdrops
    Ok after messing with this for like the last hour or so, i finally understood what this meant. I just used actives instead of backdrops and it actually works now. But now i'm wondering, since i'm going to be having a lot of these jump-through objects throughout the level. Are using actives more resource intensive?

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    Quote Originally Posted by ra51 View Post
    Ok after messing with this for like the last hour or so, i finally understood what this meant. I just used actives instead of backdrops and it actually works now. But now i'm wondering, since i'm going to be having a lot of these jump-through objects throughout the level. Are using actives more resource intensive?
    ra51. I wouldn't worry about resources for that, but remember to set actives per frame if you start going over 500.

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    I'm not understanding....I use backdrops to plataforms without any problem...

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    Quote Originally Posted by paobrasil View Post
    I'm not understanding....I use backdrops to plataforms without any problem...
    Yeah you can use them as platforms. What I was saying though is you can't distinguish individual different backdrops like you can actives. You test backdrops as a whole. This means that if you test for player collision with backdrops as a solid obstacle, you can't also test them to be jump through platforms. They have to be one or the other, you can't test to have them act as both at the same time. Instead, you can use actives for your platforms if you want to have both solid obstacles and jump through platforms. In some games maybe a person doesn't need a lot of solid blocks and just wants their levels consist of only jump through platforms. In that case you'd just want to use backdrops as jump through then whatever solid blocks you might have can be the obstacles instead.

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