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Peblo

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11th July, 2004 at 22:04:00 -

I'm making a game, and I just came into my...umm...forth problem. I hame my character shooting a bullet, and that bullet needs to ricochet off the walls, and not ramdomly off the walls (like yoshi's island). I know how to reflect the shots with active objects, but not with backgrounds. Is there a way to do it without creating a million or so active objects saying where the shots should reflect to?

 
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RapidFlash

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11th July, 2004 at 23:25:09 -

If you made your bullet an active, then just have a flag for its movement (i.e. if flag 0 is on --> set x pos to xpos + 2). And do
bullet collision with background --> toggle flag 0 
.

 
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Peblo

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12th July, 2004 at 17:30:34 -

^? What?

 
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RapidFlash

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12th July, 2004 at 18:52:08 -

Perhaps I haven't answered your question. Do you want it to reflect off a backdrop? It should be the same thing as reflecting off an active.

 
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Peblo

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12th July, 2004 at 19:10:10 -

As in like a bouncy ball, I throw it upward at a wall , and it bounces in the opposite direction, still continuing upward.

 
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AndyUK

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12th July, 2004 at 19:30:14 -

if the bullet is a ball object you can change its direction easily in the event editor.
but its hard to determine what angle the bullet will move when it has hit the background.

you may have more luck with the 'bullet object' or the 'advanced math object' or the 'direction calculator object' but it will still be quite complicated.

you should find the objects here http://www.clickteam.info/extensions/


 
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Peblo

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12th July, 2004 at 19:39:10 -

Exept you can do it with active objects, I read it in a mirror example. But it would need active object by each background. So it still brings me to my origional problem.

Bullet object, isn't that the exetension that makes particle effects in tgf? Or am I thinking of something else.

Maybe the 'move object' exetension? Is someone advance in that area?

 
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AsparagusTrevor

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12th July, 2004 at 19:47:21 -

Just make the bullet an active object with bouncing ball movement which isn't shot, but is created at the player's action-point, and have it inherit the player's direction (in the orientation/position options thing). Then you can just have it bounce, altering the bounce-security and shit to suit your needs.

 
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Peblo

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12th July, 2004 at 19:52:41 -

Hmmm, how did I not think of that. Still the chance it gets stuck in the background...

 
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AsparagusTrevor

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12th July, 2004 at 20:02:24 -

Shouldn't get stuck, I don't think. I used the method for a shrapnel gun on one of my games, and it never got stuck, but I use MMF, maybe it's different in TGF.

 
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Peblo

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12th July, 2004 at 20:06:03 -

I'm using MMF too, exept if the objects move, it can get stuck.

 
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Peblo

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12th July, 2004 at 20:37:10 -

I'm just going to use thr ball movement. Thanks for the help!

 
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Radix

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12th July, 2004 at 20:41:48 -

What? The eggs in Yoshi's Island don't bounce randomly, they reflect off the walls like they should. Otherwise how are you supposed to beat the plant boss with the bandaid?

 
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Peblo

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12th July, 2004 at 20:45:36 -

"and not ramdomly off the walls (like yoshi's island)."

Let me rephrase that..

and not randomly off the walls (yoshi's islands aiming system was orderly and none of the shots reflected off randomly so you could beat the pirana boss with the bandage).

 
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath

Radix

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12th July, 2004 at 20:53:03 -

negation[statement(supporting parentheses)]

Try:
I hame my character shooting a bullet, and that bullet needs to ricochet off the walls at the correct angle(like yoshi's island).

There, doesn't that make more sense?

 
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