TailsSena Posted April 7, 2012 Report Share Posted April 7, 2012 How is this wrong and how do I fix it? (0.8(X-8)^2)-81 This is for a jump arc in my isometric engine. Link to comment Share on other sites More sharing options...
Hobbes Posted April 7, 2012 Report Share Posted April 7, 2012 Hmmm, well if I remember correctly, in MMF2 you need to tell it where the variable belongs. Right? (0.8(X('objIdk')-8)^2) - 81? I dunno if that even helps. Haven't used MMF2 in quite awhile.. Link to comment Share on other sites More sharing options...
TailsSena Posted April 7, 2012 Author Report Share Posted April 7, 2012 Hmmm, well if I remember correctly, in MMF2 you need to tell it where the variable belongs. Right?(0.8(X('objIdk')-8)^2) - 81? I dunno if that even helps. Haven't used MMF2 in quite awhile.. I'm aware of that. I replaced X with another alterable value and it's still like "Oh no, that can't work!" Link to comment Share on other sites More sharing options...
USC Posted April 7, 2012 Report Share Posted April 7, 2012 It might be the exponent...Try (0.8) * ((X-8)*(X-8)) - 81 *On second though, you might need to explicitly add the multiplication sign between 0.8 and the rest of the equation. Link to comment Share on other sites More sharing options...
TailsSena Posted April 7, 2012 Author Report Share Posted April 7, 2012 YAY!! Thank you, USC! I think it was the exponent. Stupid Runtime is stupid. Link to comment Share on other sites More sharing options...
DimensionWarped Posted April 7, 2012 Report Share Posted April 7, 2012 1. This is not a runtime problem if it's telling you that you can't use the formula. Runtime problems occur while your game is actually running, hence the name. 2. You are right about it being the exponent, but it isn't like MMF can't do them. If you want to use exponents, you do this: v1 pow v2 It isn't at all uncommon for languages not to include the the '^' symbol as an operator and instead to make you rely on functions for it. Really it helps to reduce ambiguity anyway. 3. That wasn't your only problem. USC was right. Neither MMF nor expressions in 99% of other languages do coefficients like that, be sure to use multiplication symbols every time. Link to comment Share on other sites More sharing options...
TailsSena Posted April 7, 2012 Author Report Share Posted April 7, 2012 1. This is not a runtime problem if it's telling you that you can't use the formula. Runtime problems occur while your game is actually running, hence the name.2. You are right about it being the exponent, but it isn't like MMF can't do them. If you want to use exponents, you do this: v1 pow v2 It isn't at all uncommon for languages not to include the the '^' symbol as an operator and instead to make you rely on functions for it. Really it helps to reduce ambiguity anyway. 3. That wasn't your only problem. USC was right. Neither MMF nor expressions in 99% of other languages do coefficients like that, be sure to use multiplication symbols every time. And now I have another problem.. Sora jumps way too fast! His arc formula looks like this... ((JumpArcTime( "Sora" )-1)*(JumpArcTime( "Sora" )-1)-30)/10 And the events around it look like this. Noting that 1 is added to JumpArcTime every frame. Link to comment Share on other sites More sharing options...
DimensionWarped Posted April 7, 2012 Report Share Posted April 7, 2012 Try raising it by a fraction. Like .1 or something. Link to comment Share on other sites More sharing options...
TailsSena Posted April 8, 2012 Author Report Share Posted April 8, 2012 Try raising it by a fraction. Like .1 or something. Raising what part of it? Link to comment Share on other sites More sharing options...
DimensionWarped Posted April 8, 2012 Report Share Posted April 8, 2012 "Noting that 1 is added to JumpArcTime every frame." Link to comment Share on other sites More sharing options...
TailsSena Posted April 8, 2012 Author Report Share Posted April 8, 2012 Oh, well, I just fixed it, and I ended up lowering that down to 0.8. Thanks though! Link to comment Share on other sites More sharing options...
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