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can you and if so how would you make a jump program for your player
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Originally posted by Yeroc: **can you and if so how would you make a jump program for your player
**
you can jump easily from one specific spot to another use change map cell on your map event to trigger another event which teleports the player to the end of jump spot of course its harder if you want player to jump on command but still doable all you needs is globals &&player; x &&player; y plus the increment which the jump spans an ask entry would pop up to show which direction to jump and globals make it happen which way is better for you the problem will be if the player jumps off the map or into a blocked area such as under a house in the trees or in the water when you are in open areas none of that is problematic
i hope thats what you need if you have any trouble i can add in the missing punctuation
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actualy i meant to have a jump button trigger like press J to jump. i know how to make keydown controlls but how to make one to make you jump
Right, now dont tell me I am stupid since I have never tried this myself. In first frame of the player's walking animation, use a "call event" action (double click a frame, jadejade), wich calls an event that changes a global called something like "playerdirection" to N or S or E or any other of the directions. Then, when the player chooses to jump, some "conditional" actions check which direction the player is facing. Then, depending on wich direction (N, S, etc.) the player is facing, your game changes the player map icon to "Jump N", "Jump S", etc. Of course, you will have to create those by yourself. Then, it adds or substracs to two globas ("playerjumpX" and "playerjumpY") 1 or 2 or how long you want the player to jump. Then the map direction thingy changes the map directions to "playerjumpX" and "playerjumpY". Oh well, I guess that would work. Sorry for my bad writing, I'm in a hurry... Though I dont know if there is any way to check weather a tile is blocked or not...
Good luck (you may need it)!
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you want jump on command which i answered above the keydown calls the ask entry which wants to know which direction its very simple up to that point the globals determine what tile player lands on maybe your having trouble reading my answer in its present form
jump program, the simulation used by freedMinds to distort pseudoReality ? since most of the abilities exhibited by the freed people are a direct result of their will and belief...
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wrote it m'self, the last section is the most useful.
Essentially for jumping you give them a stat, call it 'will' ( will power ) ( because you're not dead in the matrix until you believe you are..the mind makes it real )
you create an npc that uses a white pict graphic, to be transpareent, you give it a collision sphere and various stats ( such as dexterity, speed etc that would normally bee used to see how well they dodge an attack they will be used to determine the difficulty of the jump)
the player targets the invisible npc, which can pace etc, but its friendly ( 0 stamina).
the player changes animations to its range animation, which is really a sequence of white frames to turn the player invisible.
the range weapon is equipped/used using a button, jump button, the player presses the button the range weapon and its animation take place, the animation is set to be a bullet from caster to target. teh animation is of the player flailing as though jumping, since ranged weapons hit or miss based on stats and movement. They can miss the jump and i explain this in the page.
if they "make" the jump in the conditionals if it hits, kill the uniquely named npc and move player to actual coords.
yep that's it.
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{ edit : }
(This message has been edited by ellrx (edited 12-06-2003).)
(This message has been edited by ellrx (edited 12-07-2003).)
Originally posted by Rubber Ducky: **you can jump easily from one specific spot to another use change map cell on your map event to trigger another event which teleports the player to the end of jump spot of course its harder if you want player to jump on command but still doable all you needs is globals &&player; x &&player; y plus the increment which the jump spans an ask entry would pop up to show which direction to jump and globals make it happen which way is better for you the problem will be if the player jumps off the map or into a blocked area such as under a house in the trees or in the water when you are in open areas none of that is problematic
i hope thats what you need if you have any trouble i can add in the missing punctuation **
Originally posted by Rubber Ducky: **you want jump on command which i answered above the keydown calls the ask entry which wants to know which direction its very simple up to that point the globals determine what tile player lands on maybe your having trouble reading my answer in its present form **
rubby: I guess this man/woman/alien/whatever expects an apologie from you. I might have missed something but I wouldn't like it if someone posted something like that for me...
leddy: I guess you miss the point. I'm trying to write in a style he seems to understand. He did not ask me to clarify. In another thread, you didn't like it when I requested a clarification. I think it best if you don't get in the middle of this. At this point, I think no apology is required for an educational example. If this topic continues to stray, it will lock up. The topic is "jumping." Let's stay on track.
To rd: "Trying to write in a style he seems to understand"? Well, I think he can understand it even if you put periods and stuff in it. I would say it was two very childish "jokes". If you are a little child (6 years or younger), ok, you might not know how you should behave yet. But if you are not, you should really change your manners.
To everybody else: is there, then, any way to check if a tile is blocked or not? If not, there would probably be no way to have jumping in the game. Oh well, maybe Ell's system will work, I'm not sure. But it seems quite complicated to me (I just read it fast).
Originally posted by Ledorax: is there, then, any way to check if a tile is blocked or not? If not, there would probably be no way to have jumping in the game.
There is no way to check if a tile is blocked or not (other than landing on it.) Of course you can have jumping in the game. You just don't hit the "jump button" if it is going to send you under a rock, in the trees, or (most importantly) off the map. If you did land on a blocked tile, you would just have to jump off again. Three spells in Stark's plugin, Spells Expander, have the potential for sending the player to blocked access tiles. Relocate, Portal, and Blink all can do that and no big problem happens. The only event which will cause a crash is jumping off the map. I think even this can be prevented by the intellegent use of conditionals.
I sorry to stray off topic though I think what you did RD was very childish and was not what I would expect from a mod. Especially when you spent so long correcting people on their grammer and spelling. I hope we dont see something like this again cause I'm sure some one else will complain.
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Originally posted by Pilky: I think what you did RD was very childish and was not what I would expect from a mod.
It was done to prove a point. No malice was intended, and if some was percieved, then I am sorry for that.
Especially when you spent so long correcting people on their grammer and spelling.
Excuse me? I have not corrected spelling or grammar here. I have asked that posters look at what they write and correct their own.
I hope we dont see something like this again cause I'm sure some one else will complain.
I think the point has been made and should not need to be made again. If anyone has a problem with what I have written, send me an email rather than prolonging the discussion about it here. Thank you. ~RD
RD is simply following the guidelines I, Stark, and he mentioned in the speeling/grammer thread. He is putting as much effort into his post as the poster. The idea is that if you want a clear answer with good grammar and ease of reading, post a good question that's easy to read and understand. It's not a joke or an attack, just, as he said, proving a point.
As for jumping, though there have been many ways to do it outlined here, it's quite complicated, so I'd say that you may want to work on other game aspects and come back to it later if it becomes necessary or if you have time.
EDIT: "the" has an "e" in it. I temporarily forgot.
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(This message has been edited by CI-Ia0s (edited 12-07-2003).)
The only thing we moderators try to do, really, is to try to make it so that people can post legible questions on this board, try to help answer questions, and try to make this board a nice place, even a fun place to post. Perhaps RD's post of an example to demonstrate the frustration people experience when members refuse to write legibly did not work as well as he had hoped, but his attempt was just that: an attempt. I, however, would like for people to feel free to post, but demeaning a moderator is not a good thing to do. RD DID NOT in any way demean anyone when he posted; rather he was trying to turn a member's postings into something we all can understand, and, as such, can help. Other members, on the other hand, did demean RD. Bashing RD for his attempts to moderate this board creates a great deal of frustration, and I've lost some respect for some people because of it. If it takes some boundaries for a while to make this board a nice place to post, then it takes some boundaries. Any bashing of any kind toward a moderator will result in a lowering of karma. No more warnings. You want to bash a moderator, email him (or her). You must realize, please, that moderators are people.
While Ambrosia has the guidelines some people refer to, it's the moderators who make policy on their boards. I'd MUCH rather praise, but it seems to me that some people are literally picking on RD. I don't understand it, but I'm tired of it.
Let's please have this board be less complaining and more fun. I, for one, would really like to respect everyone who posts.
Since the original question seems to be answered and this thread can't seem to stay on that track ....
ilock
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