pourcelaine Posted July 5, 2006 Report Share Posted July 5, 2006 Woo. I'm back here again. Because I am in no way a programmer. Please help! I want to impliment grinding in Damizean's engine. And..I'm already running into a block with my first 3 events O_O I figured I could start with setting the bars for grinding as the qualifier '0' (obstacle) and by default, have flag 0 set on (makes the obstacle non solid). When the bottum sensor is overlapping the bar while ctrl is pressed, I'd set flag 0 off (make the bar a solid). I'd figure out animation and speed from there. But anytime im jumping onto a bar, or gravity does not equal zero, the game wont detect that the bottum sensor is overlapping the bar. I don't know, it's weird. Basically, has anyone already successfully implimented grinding in this engine, that would like to help me/and or throw out some code at me? :3 Thank you! Link to comment Share on other sites More sharing options...
Damizean Posted July 5, 2006 Report Share Posted July 5, 2006 Here's how I would do it: Use a new qualifier for the grind bars, so you can group various of those objects. Also, set all the grinding objects with the qualifier 1 (Platform). So, do grinding this way: While the player is pressing the Button 2, set flag 0 of the grinding qualifier to off. Otherwise, set flag 0 to on. Also, check, while the bottom sensor collides within the grinding qualifier and Sonic is on ground, activate grinding action. That should work correctly :S Link to comment Share on other sites More sharing options...
VectorSatyr Posted July 5, 2006 Report Share Posted July 5, 2006 Let me translate and correct a few things. Create a new parent object that is a child of objSolid, and make that the parent of the grind rail. We'll call it "objSolidGrind." Then, in the player (Sonic), create a script to check if the bottom sensor collides with objSolidGrind. If a collision is detected in the script, then check if the player is holding the correct key. If you want to disable grinding from a fall, check if ground == true, as well. If neither condition is met, the collision should return false; otherwise it should return true. This will create the semi-permiable rail that you want. Make sure to use "maskBig" for the check, too. Link to comment Share on other sites More sharing options...
pourcelaine Posted July 5, 2006 Author Report Share Posted July 5, 2006 Lol, meep. Aero, I'm sorry, I forgot to mention I'm using the mmfusion version of his engine :00 Thank you, tho. And w00t! It wooorked Dami. Thank you very much n_n Now..if anyone wants to make this easy on me and just give me the rest of the coding. :e Ah, I shall probably have to do it myself. Link to comment Share on other sites More sharing options...
Asuma Posted July 6, 2006 Report Share Posted July 6, 2006 You could try to input the grinding tutorial on the mainsite, but I'm not sure it's there. Below is a double post that has been automagically merged into the original. http://sfghq.emulationzone.org/ There we are. Link to comment Share on other sites More sharing options...
pourcelaine Posted July 6, 2006 Author Report Share Posted July 6, 2006 It's so difficult. I want to keep using damizean's physics. Link to comment Share on other sites More sharing options...
Andrew Posted July 6, 2006 Report Share Posted July 6, 2006 Does this mean Anakii is coming back? Link to comment Share on other sites More sharing options...
Rael0505 Posted July 6, 2006 Report Share Posted July 6, 2006 Dami taught me how to implement it a long time ago. Opening up an old backup of my game, the events are as follows: If Bottom sensor is overlapping group grinding If On the floor value = 1 —Set Grind value to 1 —Set Roll value to 0 If On the floor value = 1 If Grind value = 1 If Bottom sensor is not overlapping group grinding —Set Grind value to 0 If On the floor value = 0 If Grind value = 1 —Set Grind value to 0 You'll also need to add the grind rails to group 1. With this, you should be able to even make grind rail loops. Link to comment Share on other sites More sharing options...
Asuma Posted July 6, 2006 Report Share Posted July 6, 2006 I wonder will that work with his MMF2 version. Link to comment Share on other sites More sharing options...
Gamerdude Posted July 6, 2006 Report Share Posted July 6, 2006 I wonder will that work with his MMF2 version. With some modification, I would say so. Link to comment Share on other sites More sharing options...
Rael0505 Posted July 6, 2006 Report Share Posted July 6, 2006 I don't see why it wouldn't work. Link to comment Share on other sites More sharing options...
pourcelaine Posted July 6, 2006 Author Report Share Posted July 6, 2006 Haha, sweet, I can do 360 rails. Link to comment Share on other sites More sharing options...
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