if(x>9000)//Returns the actor to 0 when the actor's x is over 9000, which makes it impossible to go over 9000!!!! (see what I did there?)
{
x=0;
}
else if(x<0)//Returns the actor to 9000 if the actor's x is less than 0.
{
x=9000;
}
MrJolteon wrote:ninja edit: 2000th post!
MoveTo( "Event Actor", 0.00, 0.00, 9999999.0, "Game Center", "");
Zivouhr wrote:In Tomb of Twelve, when I used the X= Y= set up to move the character when a certain event triggered it, sometimes the character would end up in the wrong spot. With the MoveTo code, it solved all the frustration instantly.
lcl wrote:If you just want to make your background image to loop infinitely, click the open the Actor Control -panel and click the [Normal] button and select Infinite / x Infinite / y Infinite depending on what you want to achieve.
lcl wrote:Zivouhr wrote:In Tomb of Twelve, when I used the X= Y= set up to move the character when a certain event triggered it, sometimes the character would end up in the wrong spot. With the MoveTo code, it solved all the frustration instantly.
That sounds weird. For me, directly setting an actors x and y coordinates has always worked as it should, and MoveTo has caused issues, because it actually makes the actor travel that distance, not just teleport to the new position. Were you using Activation Regions in that game? Because that's the only reason I'd understand for setting x and y acting weird, I recall something like that happening when I was working with Dimension 55355 and I used Activation Regions. The problem was probably caused by the part of the level not being loaded when I teleported my character there, and when the view actor was also moved there, causing that part of the level to load, the actor would be in a wrong position, if I remember correctly.
Generally I consider it a much better practise to just set the actors x and y, and so teleport the actor to the new position.
koala wrote:You can make one .ged file for one level and load that file/level using LoadGame("file_name.ged").
mindcontrol wrote:koala wrote:You can make one .ged file for one level and load that file/level using LoadGame("file_name.ged").
Seems good, but how to make infinite other actor too (enemy,object,doors ect)?
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