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Thread: allow player to jump after detaching from a physics object - chain and rope

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    allow player to jump after detaching from a physics object - chain and rope

    hello all! first time posting, definitely not first time reading :P
    My issue:
    Basically I have the player successfully attached to a rope at current element(action point)
    Then when you press the jump button you detach. Is there a condition where fusion will detect after an object has detached? Or any function that will allow the player to jump again after detaching?
    Thank you for your time.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    It may depend on how your code is structured.

    Basically you could accomplish this way:

    1) grab the rope: on jump/overlapping rope check for the status of an internal flag and if status is ok (say OFF) >> toggle that flag (flag becomes ON)

    2) then, when jumping away from the rope (jump/overlapping rope with flag=ON), you can toggle the same flag again,
    so that it becomes OFF and player is ready to attach again.

    Be careful to place the second code before the first in event editor order,
    and to add "only one action when event loops" on both events,
    this will prevent unwanted looping/double activation of the toggle action.


    Oh, and welcome to the forum

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    See, I'm doing something like that already with a counter... the problem is you are in the air hanging. While hanging and swinging, it plays the animations and sounds when jumping and falling... Here's a video of the problem.
    https://youtu.be/2RlK2jtokmE?t=2m29s I jump 1 time to the rope and attach to it. I am not pressing any buttons.

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    I guess the real question is, how can I fool fusion into thinking I'm on the ground but while in the air.

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    Oooh man, poor goatlike thing, that must be scornful
    (beautiful sprite!)

    Well, it's hard to tell what's going on without seeing the code... could you upload a cleaned version, without sprites etc., only with the jumping code?

    If the question is: "how can I fool fusion thinking I'm on the ground while in air?"
    A tip I once used for a similar purpose (create a double-jump while in mid-air)
    was quickly positioning an invisible "fake platform" under the player when he pressed the jump button,
    (I hereby refer to a platform intending a simple active object with code "on collision---> stop player")
    and then removing it again, so that the player thought he was on ground, while actually in air.
    Maybe this could help?

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    schrodinger, just wanted to say thanks. I just kinda totally abandoned the whole idea, I fixed my ropes(sorta) and the double jump is not needed there anymore. Also, your fake platform idea is noted for future reference :P Thanks again!

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    Clicker Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export Module
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    Luxurywagon,

    How did you create the spotlight that follows your character and lights up the view? Thats pretty awesome!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    No problem, since utlimately I did nothing to help

    Hey Emerson!
    I remember watching an interesting tutorial on the subject made by Snail
    here it is: https://www.youtube.com/watch?v=IQZMiP3X0cg

    That's basically a double layer with additive/subtractive effects.
    You will need Direct3D mode enabled and for best performing a few well painted pngs

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    Great Shrodinger,

    I'm gonna check it out tonight! Also, great image change Schro!!!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Also, great image change Schro!!!
    OOhhh I'm glad you noticed
    I love lizards... and Escher, so that was a perfect match!

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