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Thread: How to use PMO's jump (for enemy) when player also uses PMO

  1. #1
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    How to use PMO's jump (for enemy) when player also uses PMO

    Player uses PMO
    Enemy uses another (different) PMO

    So when I press the jump button for my player, the enemy also goes to jumping animation and then falling animation but it never jumps (move upward). I wanted the enemy to jump based on an alterable value D (for AI movement).

    + PMO (enemy) is standing on ground
    + Alt. value D (of enemy object) = 5
    -> Jump

    + PMO (enemy) is jumping
    -> change animation (of enemy) to jumping

    + PMO (enemy) is falling
    -> change animation (of enemy) to falling

    How to make enemy jump? Can I use the jump of PMO for enemy? or should I just manually code (custom movement) the jump without using the jump functionality of PMO?

    Please reply. thanks

  2. #2
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    DaveC's Avatar
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    if you create a separate PMO for the enemy you can do this. Assign the enemy to it's own PMO object and it will behave independent of the player.

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    uhm, I got it to work, but I need to reset the alterable value D back to 0 when it lands on floor. I have tried several conditions but it still doesn't work.

    Some of the combinations I have tried.

    + PMO (enemy) is falling
    + enemy overlaps with floor object
    -> set alt. value D to 0

    + alt. value D = 5
    + enemy overlaps with floor object
    -> set alt. value D to 0

    + alt. value D = 5
    + PMO (enemy) is standing on ground
    -> set alt. value D to 0

    Any ideas on what is probably wrong why it's not working?

  4. #4
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    DaveC's Avatar
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    I think I read your post wrong.. but I have no idea what is wrong in your code without looking at it.

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