Slow_Motion Posted June 2, 2009 Report Share Posted June 2, 2009 I have almost everything i need for my rushing done but i need to know how to make him go faster.. Instead he dosnt move at all. When i removed the code he moves perfect. Heres the code im using,im also using sonic fgx engine, the full engine. and GM7.0 pro of course. In step event i put if Tension>1{Rush=true}{if Rush=true{hsp=50}else{hsp=0}[/CODE]I tried all the horizontal speed variables already in Shadow but nothing worked..am i doing something wrong? Link to comment Share on other sites More sharing options...
USC Posted June 2, 2009 Report Share Posted June 2, 2009 I'm assuming HSP is the speed variable? If so, that last bit about "else -> HSP=0" would mean if Sonic isn't in boost mode, he can't move (boolean's can only be true or not). That's why he can't move when you use your code. Maybe switch "Rush" into an integer with three states (Boost mode, Boost off, and normal movement)? Link to comment Share on other sites More sharing options...
Slow_Motion Posted June 2, 2009 Author Report Share Posted June 2, 2009 Never would of thought of that..[ I knew it made me stop i needed a fix for that] Guess intergers would work if gm can support that. I might have to find a way around some stuff but thanks. Now i need more help heres my new code i put it in step event, if keyboard_check(vk_shift)if Tension>0{Rush=true}if Rush=true{hsp =15}if Tension<2{Rush=false}[/CODE]1.My problem is when shift is released he keeps Rushing.2.He cant turn left he keeps going right.Any help? Link to comment Share on other sites More sharing options...
OverbounD Posted June 3, 2009 Report Share Posted June 3, 2009 You'd need to have in the left key event if rushing = true hsp *= -1 //this will reverse the hspeed because left speed is the same speed as right only negative. I'm not sure about the shift thing but this code seems like of odd to me. You realize that if keyboard_check(vk_shift) is only checking if Tension>0 and if its false it skips to if Rush = true. better code would probably be if(keyboard_check(vk_shift) && Tension > 0) if that''s truely what you want it to do. Seems to me you could also use if(keyboard_key_release(vk_shift)) // I think that's right make sure it is its not something I use much {rush = false} that would set rush to false upon release. Link to comment Share on other sites More sharing options...
Slow_Motion Posted June 3, 2009 Author Report Share Posted June 3, 2009 Thats about all of my problems for now... Thanx. Edit..: here we go 2 more problems heres my code this time theres more. // Tension removal //if keyboard_check(vk_shift) && x!=xprevious && Tension>0 {Tension=max(0,Tension-3)}// Tension removal //// This is my Right and Left rush variables //if(keyboard_check_pressed(vk_left)){LLeft=true}if(keyboard_key_release(vk_left)){LLeft=false}if(keyboard_check_pressed(vk_right)){RRight=true}if(keyboard_key_release(vk_right)){RRight=false}// This is triggering the Rushif(keyboard_check_pressed(vk_shift) && Tension>5){Rush=true}// here i add speed //if Rush=true && Tension>5 && RRight=true{hsp=10}// Left speed...//if Rush=true && Tension>5 && LLeft=true{hsp=-10}// This should make it stop //if (keyboard_key_release(vk_shift)){Rush=false}[/CODE]Problems =P..1.He still cant stop,he only stops when he has 0 tension. (keyboard_key_release(vk_shift)) isnt helping AT ALL2.when hes not Rushing,spindashing or jumping he cant move.He CANT WALK.3.never mind Link to comment Share on other sites More sharing options...
Slow_Motion Posted June 9, 2009 Author Report Share Posted June 9, 2009 Sorry for double post, cant anyone help me with this? Link to comment Share on other sites More sharing options...
OverbounD Posted June 10, 2009 Report Share Posted June 10, 2009 might help if we could the event or code for walking... nothing in the code you give here makes the player walk. My is however is that you are setting hsp to zero somewhere and don't realize that its interfering with the walking. Link to comment Share on other sites More sharing options...
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