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Thread: Block a player that has custom fastloop movement?

  1. #1
    Clicker Multimedia Fusion 2

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    Block a player that has custom fastloop movement?

    Back again with another issue, this time I need advice about using actives to block the player.

    Using DavidN's custom fastloop platform engine, there is already an event for blocking the player when colliding with actives while horizontally - namely the doors if you don't have a key. I've used the same code for other actives that should block the player (they have to be actives because at some point they're either going to appear or disappear and you can't do that with backdrops).

    The problem I have is adapting this to actives that should block the player vertically, i.e gravity.

    I've tried numerous ways to do this and all of them don't quite work. So far I've settled for the one below. The downside to this is an inability to jump while standing on these actives and the walking animation plays constantly while standing still. Also, it is possible to jump UP through the active to land on top.

    So in essence I have horizontal doors that block the player going left or right and that works; and I have doors that block the player going down (not up) that doesn't work right.

    This is the code for the Horiz loop, it blocks players from passing through any actives given the Generic 1 qualifier:


    And this the code for the Gravity loop, it blocks players from falling through actives given the Generic 2 qualifier, but has the above undesireable effects. It also needs to block the player going up:


    How do I solve this?

  2. #2
    Clicker Multimedia Fusion 2

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    Sorted it out. Pretty stupid of me really, all I needed to do was add the same qualifier for platforms! I also added another qualifier that sets the Y position of the player to below the active so it acts as blocking from below.

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