Ok. thanks. I will try those and let you know if I encounter some problems.
Is there a limit to how many animations an active object can have? Because I might need to adjust my animations to add some new ones after the preset animations.
Ok. thanks. I will try those and let you know if I encounter some problems.
Is there a limit to how many animations an active object can have? Because I might need to adjust my animations to add some new ones after the preset animations.
Oh, ok. But the reason I keep replying to this thread is because I thought the people here would be irritated if I keep making a new thread for every problem.
If I keep on attacking the Pirate-Gun, sometimes he still ends up standing in mid-air.
I did the the part in bold. Is that enough? It's still not working. As for the rest of your message in that quote, I'm still a bit confused. Do I make new events for those? or add to existing events?This indicates that the pirate-gun enemy's direction is not being reset after they get hurt. So any events in the enemy pushback group where you change the enemy to stopped animation, you should also set his direction. Depending on what you want him to do, you can set it how you like. You could tell the enemy to face the player, then snap the enemy direction to left or right.
Eg.
->look at 0,0 from player
+enemy direction is |\-/| (tick all the left directions, plus up and down)
-> set enemy direction to <-
+enemy direction is /-\ (all the right directions)
-> set enemy direction to ->
Edit:
About adding Alt.var. C to all movement events, I did it but the player can still move when I press directions while attacking. Then I added another event that sets all x velocity, acceleration, deceleration to 0. That just disables me from moving away from my current position, but the left and right buttons still flip the sprite of the player. Is there no way to literally disable the function of the arrow buttons temporarily?
Ok, I did the new events. The pirate gets stuck from getting hit (enemy and player are facing either side)
I want to disable everything (direction and movement) while attacking.
Just a question, is there another way aside from pinball movement to code the damage system that I intend to code? Because while trying to run the program, I always see bugs like enemy bouncing off obstacles and staying in mid-air and some getting stuck in certain animations.
Edit:
I don't understand why MMF2 won't let me run the left arrow events. I already tried changing those numbers and the symbols (<,>, >=, <=) using the same logic (numbers 0 to 49 except 2) but it really won't work.
I needed the ff conditions:
Running is not playing
Attack animations (50 and above) are not playing
I still have problems with this (quote from my previous post below)
I copied the version of MFA I have so I have 2 files, then I worked on and edited the other version to try my ideas that popped into my head. So let's just say I am working still on both file versions (pinball movement and my new idea) just to see if my idea will work out better.Ok, I did the new events. The pirate gets stuck from getting hit (enemy and player are facing either side)
I fixed the conditions issue. It seems I forgot to change the condition in one of the other events, not that particular event.
Edit:
What is the custom platform movement? Sorry I'm not good at terms/names, but I'm sure you have told me this before.
Do you have any idea about this? Control X or turning gravity on and off?
http://community.clickteam.com/threads/84789-Turning-PMO-gravity-on-and-off
Oh ok. I get it now.
I have a new enemy that I want to use the built-in platform movement with. How do I make it jump? What does "bounce" mean when the object has built-in platform movement?
Are speed/acceleration/deceleration only referring to horizontal movement? I'm confused about these.
Can I use a single PMO object for controlling multiple and different object enemies at the same time? I thought a PMO object can only select 1 object instance at a time?
As for the enemy I am coding (with built-in platform), I have "move at start" unticked and speed at 15, and this
This is intended to be randomizing 50-50 between 2 values. so it's either left or right, one or the other, did I do it wrong?
yet..
1.) The value is always "LEFT" as printed in the editbox I use to check the alt. string. D Facing
2. Regardless of the value of the D Facing, the object always moves to the right (from the events in the picture only). It only stopped when I set the speed to zero (in the properties). Why is it moving even if I untick any direction in initial direction and untick "move at start" ?
3. There is a randomize action (not condition) from the Special Conditions' list of actions. I know it gives a random number but, what's supposed to be the use of that randomized number since it's to be used as an action (and not a condition) in any event?
My plan is to have many types of enemies in each levelI think you are correct, but PMO is still much better than the built in platform movement. If you are to use the built in platform movement, I believe you must control it with player input, meaning perhaps you could only have 3 enemies on screen at once, assigned to player 2, 3, and 4.
The types (or "templates") are:
Pirate - Gun
Pirate - Knife1
Pirate - Knife2
Pirate - Dagger1
Pirate - Dagger2
and then each type/template would have around at least 4 duplicates on each level.
So does that mean that (using built-in Platform movement), if I make any single instance of Pirate-Gun jump, all the other Pirate-Gun would also jump (at the same time) ?
If I use the PMO instead of built-in platform movement, do I use a separate PMO per instance or per type/template?
Ok. So I changed Random(1) to Random(2) in the events in the same pic in my previous post.This is because of the way "random" works. It starts from 0, so random(1) will pick a random number from 0 to 0. If you want it to pick from 0 to 1, use random(2). It takes a while to get used to. In Fusion 2.5 there is a new, additional random function which is more logical to use.
But based on testing (thru the edit box), sometimes nothing is printed into the edit box, so meaning D Facing has no value. So sometimes it is neither left nor right. So how do I fix that?
I only need left or right values for D Facing (it is for enemy's walking).
I meant that even without pressing any arrow keys, the enemy still moves unless I set the speed to 0 (in properties, not thru events)Maybe you have the enemy set to player 1 controls in the platform movement properties?2. Regardless of the value of the D Facing, the object always moves to the right (from the events in the picture only). It only stopped when I set the speed to zero (in the properties). Why is it moving even if I untick any direction in initial direction and untick "move at start" ?
I decided to use pinball movement for my enemy (just 1 instance for now). My enemy has a collision box that acts out as the enemy and another object that shows the animation. I already made basic AI for them.
I tried making duplicates of it in the same frame and they all act the same.
Is there a way to make several instances of them behaving independently from one another without using clones?
Ok. That foreach object sounds cool. I would try that but, I forgot one thing.
How do you manually code a jump for object with pinball animation? I tried:
Start
Set direction to all upward direction
Set speed to 20
Set gravity to 15
So it keeps going up, how do I make it fall down?
How do I check if my player is higher than the enemy? is it (y coordinate) more negative the higher I get and more negative the lower? or the other way around? how's the axis works in MMF2?
and this is my jump
I have separate animations for Jumping and falling. Do I use 2 events (1 for jumping up and 1 for falling) ?
The A State is a alterable string and alt. value B contains the animation of the goon. The goon has qualifier "Bad"
Goon falls down without jumping up. What did I do wrong?
Can you give me specific example of manually coded jump (separate jump up and fall down)?
Edit:
In the pic, the alt.value C is being stored with the current animation. I already corrected it with alt.value B.
Edit2:
Is there a single formula for calculating the horizontal) distance between 2 objects? I know I need to subtract one's x coordinate to the other's and same for y (vertical distance), but I found no absolute function in the MMF2 calculator. My current dilemma aside from the jump is that I need to check both the side (the player and enemy are facing) and the position.