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UltimateSonic

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Posts posted by UltimateSonic

  1. @ Ultimate Sonic: It's just like I said, it seems to either turn none or all checkpoints on. I'm going to try a different approach. I'll upload it in a bit.

    Looking forward to it =)

    @Damizean Ah and I can quite easily do the x positioning way. I'm trying to do this method. Thanks for trying though, Dami ^^

  2. Also, I forgot to mention that you need to place the checkpoints from last to first for it to work.

    I figured that out ^_~

    Wait, were you able to fix the problem I mentioned? I can't even get the checkpoint to activate without activating all the others too or none at all.

    Well ... not really ^_^;

    Btw, if that problem can't be fixed, I may just ignore the loop system and use the checkpoint's position instead. It may not be the best method for levels that go to the right, then left in other parts, but it'll at least get you passed the problem you originally had.

    Hmm... I have a problem kinda like this now:


    + On loop "CheckpointLoop"
    + LoopIndex( "CheckpointLoop" )<= Alterable Value A( "Checkpoint" )
    + Animation Stopped is Playing (Checkpoint)
    -Change Animation Sequence to On (Checkpoint)[/CODE]

    Apparently, its turning on every single checkpoint...

  3. Just spread 1 in Alterable Value A of all the checkpoints. That'll make the order of the checkpoints based on the order you placed them in the level editor. Now whenever you touch a checkpoint and its Value A is bigger than 1, run a loop to the number of the checkpoint you hit. As the loop is active and its index value matches the Value A of a checkpoint, activate that checkpoint. This will make it so if you skip a checkpoint, the ones before it are activated along with the one you just touched. Also, the loop shouldn't slow the game down at all as it's done once per checkpoint and you probably won't have more than 50 in a level at once. =P

    Can you please elaborate? :)

    Also, how can I make it check only when Sonic gets a new checkpoint, not constantly check?

    Thanks!

  4. Ah. I figured a way to do it for levels that go from top to bottom. However, it keeps checking as long as there is a checkpoint active. I there a way to check each time you get a checkpoint? It doesn't work if you tell it to do it on collision with Sonic because then it checks for only that specific checkpoint.

  5. Actually, I would put seperate checkpoints for the level if there is multiple ones. I know what you're talking, about because I tried putting more than one checkpoint in a level but it was the same object. Didn't work. Yeah just make multiple checkpoints of different objects and a counter for it.

    If you don't understand, let me make a tutorial for you.

    Actually, I'd prefer not to create different objects. However, USC's idea has gotten me thinking... would it be more efficient to add one to a value each time you get a different checkpoint and start Sonic from there?

  6. Can you please describe what that function does? (Max)

    Otherwise, you understand my problem perfectly.

    Also, what if I'm at a position between Checkpoints 1 and 2 but at a different Y coordinate? (I'm underneath the two checkpoints) I want to make sure 1 and 2 are lit even if I get 3, which is at a less X value than 2, but at a different Y. (Like the picture on my first post)

  7. I have another thread going on but its about a totally different problem. If the Mods have a problem with me making a new one, please merge this with my other thread.

    Well, I know how to do checkpoints. Each time Sonic hits one, it stores his x and y position in global variables. Now,

    Suppose the level is like this:

              ..*.......|.................|..............            ..........

    .............................................|................................[/CODE]

    The |'s are Checkpoints. The ...'s make up the ground. Sonic is the *.

    Going from Left to right on the first row are Checkpoints 1 and 2. On the second row is Checkpoint 3.

    [u]Scenario #1[/u]

    Suppose Sonic jumps over Checkpoint 1 and gets checkpoint 2. Then he dies. Starting at 2, Sonic goes backwards to Checkpoint 1. [b] How do I make sure that this checkpoint is already "on" and he cannot get it because he has "passed" it?[/b]

    [u]Scenario #2[/u]

    Sonic Starts and goes to the left to fall to the second row. Sonic goes right and gets Checkpoint 3. Sonic somehow dies. [b] How do I make sure that Checkpoint 1 and 2 are already "on" and he cannot be gotten because he has "passed" them?[/b]

    If I solved Scenario #1 by making a statement such as, "If Sonic's X value is greater than the X value of a Checkpoint, turn the checkpoint on", it wouldn't work for Scenario #2, as Checkpoint 2's X value is greater than Checkpoint 3's.

    Thanks! I'd appreciate help! :)

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